moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
quartz235@gmail.com
2012-01-25 05:05:55 +00:00
parent cbe487dbd5
commit b3f7865754
82 changed files with 21831 additions and 21392 deletions
+120 -120
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@@ -1,120 +1,120 @@
/* * * * * * * * * * * * * * * * * * * * * * * * * *
* /datum/recipe by rastaf0 13 apr 2011 *
* * * * * * * * * * * * * * * * * * * * * * * * * *
* This is powerful and flexible recipe system.
* It exists not only for food.
* supports both reagents and objects as prerequisites.
* In order to use this system you have to define a deriative from /datum/recipe
* * reagents are reagents. Acid, milc, booze, etc.
* * items are objects. Fruits, tools, circuit boards.
* * result is type to create as new object
* * time is optional parameter, you shall use in in your machine,
default /datum/recipe/ procs does not rely on this parameter.
*
* Functions you need:
* /datum/recipe/proc/make(var/obj/container as obj)
* Creates result inside container,
* deletes prerequisite reagents,
* transfers reagents from prerequisite objects,
* deletes all prerequisite objects (even not needed for recipe at the moment).
*
* /proc/select_recipe(list/datum/recipe/avaiable_recipes, obj/obj as obj, exact = 1)
* Wonderful function that select suitable recipe for you.
* obj is a machine (or magik hat) with prerequisites,
* exact = 0 forces algorithm to ignore superfluous stuff.
*
*
* Functions you do not need to call directly but could:
* /datum/recipe/proc/check_reagents(var/datum/reagents/avail_reagents)
* //1=precisely, 0=insufficiently, -1=superfluous
*
* /datum/recipe/proc/check_items(var/obj/container as obj)
* //1=precisely, 0=insufficiently, -1=superfluous
*
* */
/datum/recipe
var/list/reagents // example: = list("berryjuice" = 5) // do not list same reagent twice
var/list/items // example: =list(/obj/item/weapon/crowbar, /obj/item/weapon/welder) // place /foo/bar before /foo
var/result //example: = /obj/item/weapon/reagent_containers/food/snacks/donut
var/time = 100 // 1/10 part of second
/datum/recipe/proc/check_reagents(var/datum/reagents/avail_reagents) //1=precisely, 0=insufficiently, -1=superfluous
. = 1
for (var/r_r in reagents)
var/aval_r_amnt = avail_reagents.get_reagent_amount(r_r)
if (!(abs(aval_r_amnt - reagents[r_r])<0.5)) //if NOT equals
if (aval_r_amnt>reagents[r_r])
. = -1
else
return 0
if ((reagents?(reagents.len):(0)) < avail_reagents.reagent_list.len)
return -1
return .
/datum/recipe/proc/check_items(var/obj/container as obj) //1=precisely, 0=insufficiently, -1=superfluous
if (!items)
if (locate(/obj/) in container)
return -1
else
return 1
. = 1
var/list/checklist = items.Copy()
for (var/obj/O in container)
var/found = 0
for (var/type in checklist)
if (istype(O,type))
checklist-=type
found = 1
break
if (!found)
. = -1
if (checklist.len)
return 0
return .
//general version
/datum/recipe/proc/make(var/obj/container as obj)
var/obj/result_obj = new result(container)
for (var/obj/O in (container.contents-result_obj))
O.reagents.trans_to(result_obj, O.reagents.total_volume)
del(O)
container.reagents.clear_reagents()
return result_obj
// food-related
/datum/recipe/proc/make_food(var/obj/container as obj)
var/obj/result_obj = new result(container)
for (var/obj/O in (container.contents-result_obj))
if (O.reagents)
O.reagents.del_reagent("nutriment")
O.reagents.update_total()
O.reagents.trans_to(result_obj, O.reagents.total_volume)
del(O)
container.reagents.clear_reagents()
return result_obj
/proc/select_recipe(var/list/datum/recipe/avaiable_recipes, var/obj/obj as obj, var/exact = 1 as num)
if (!exact)
exact = -1
var/list/datum/recipe/possible_recipes = new
for (var/datum/recipe/recipe in avaiable_recipes)
if (recipe.check_reagents(obj.reagents)==exact && recipe.check_items(obj)==exact)
possible_recipes+=recipe
if (possible_recipes.len==0)
return null
else if (possible_recipes.len==1)
return possible_recipes[1]
else //okay, let's select the most complicated recipe
var/r_count = 0
var/i_count = 0
. = possible_recipes[1]
for (var/datum/recipe/recipe in possible_recipes)
var/N_i = (recipe.items)?(recipe.items.len):0
var/N_r = (recipe.reagents)?(recipe.reagents.len):0
if (N_i > i_count || (N_i== i_count && N_r > r_count ))
r_count = N_r
i_count = N_i
. = recipe
return .
/* * * * * * * * * * * * * * * * * * * * * * * * * *
* /datum/recipe by rastaf0 13 apr 2011 *
* * * * * * * * * * * * * * * * * * * * * * * * * *
* This is powerful and flexible recipe system.
* It exists not only for food.
* supports both reagents and objects as prerequisites.
* In order to use this system you have to define a deriative from /datum/recipe
* * reagents are reagents. Acid, milc, booze, etc.
* * items are objects. Fruits, tools, circuit boards.
* * result is type to create as new object
* * time is optional parameter, you shall use in in your machine,
default /datum/recipe/ procs does not rely on this parameter.
*
* Functions you need:
* /datum/recipe/proc/make(var/obj/container as obj)
* Creates result inside container,
* deletes prerequisite reagents,
* transfers reagents from prerequisite objects,
* deletes all prerequisite objects (even not needed for recipe at the moment).
*
* /proc/select_recipe(list/datum/recipe/avaiable_recipes, obj/obj as obj, exact = 1)
* Wonderful function that select suitable recipe for you.
* obj is a machine (or magik hat) with prerequisites,
* exact = 0 forces algorithm to ignore superfluous stuff.
*
*
* Functions you do not need to call directly but could:
* /datum/recipe/proc/check_reagents(var/datum/reagents/avail_reagents)
* //1=precisely, 0=insufficiently, -1=superfluous
*
* /datum/recipe/proc/check_items(var/obj/container as obj)
* //1=precisely, 0=insufficiently, -1=superfluous
*
* */
/datum/recipe
var/list/reagents // example: = list("berryjuice" = 5) // do not list same reagent twice
var/list/items // example: =list(/obj/item/weapon/crowbar, /obj/item/weapon/welder) // place /foo/bar before /foo
var/result //example: = /obj/item/weapon/reagent_containers/food/snacks/donut
var/time = 100 // 1/10 part of second
/datum/recipe/proc/check_reagents(var/datum/reagents/avail_reagents) //1=precisely, 0=insufficiently, -1=superfluous
. = 1
for (var/r_r in reagents)
var/aval_r_amnt = avail_reagents.get_reagent_amount(r_r)
if (!(abs(aval_r_amnt - reagents[r_r])<0.5)) //if NOT equals
if (aval_r_amnt>reagents[r_r])
. = -1
else
return 0
if ((reagents?(reagents.len):(0)) < avail_reagents.reagent_list.len)
return -1
return .
/datum/recipe/proc/check_items(var/obj/container as obj) //1=precisely, 0=insufficiently, -1=superfluous
if (!items)
if (locate(/obj/) in container)
return -1
else
return 1
. = 1
var/list/checklist = items.Copy()
for (var/obj/O in container)
var/found = 0
for (var/type in checklist)
if (istype(O,type))
checklist-=type
found = 1
break
if (!found)
. = -1
if (checklist.len)
return 0
return .
//general version
/datum/recipe/proc/make(var/obj/container as obj)
var/obj/result_obj = new result(container)
for (var/obj/O in (container.contents-result_obj))
O.reagents.trans_to(result_obj, O.reagents.total_volume)
del(O)
container.reagents.clear_reagents()
return result_obj
// food-related
/datum/recipe/proc/make_food(var/obj/container as obj)
var/obj/result_obj = new result(container)
for (var/obj/O in (container.contents-result_obj))
if (O.reagents)
O.reagents.del_reagent("nutriment")
O.reagents.update_total()
O.reagents.trans_to(result_obj, O.reagents.total_volume)
del(O)
container.reagents.clear_reagents()
return result_obj
/proc/select_recipe(var/list/datum/recipe/avaiable_recipes, var/obj/obj as obj, var/exact = 1 as num)
if (!exact)
exact = -1
var/list/datum/recipe/possible_recipes = new
for (var/datum/recipe/recipe in avaiable_recipes)
if (recipe.check_reagents(obj.reagents)==exact && recipe.check_items(obj)==exact)
possible_recipes+=recipe
if (possible_recipes.len==0)
return null
else if (possible_recipes.len==1)
return possible_recipes[1]
else //okay, let's select the most complicated recipe
var/r_count = 0
var/i_count = 0
. = possible_recipes[1]
for (var/datum/recipe/recipe in possible_recipes)
var/N_i = (recipe.items)?(recipe.items.len):0
var/N_r = (recipe.reagents)?(recipe.reagents.len):0
if (N_i > i_count || (N_i== i_count && N_r > r_count ))
r_count = N_r
i_count = N_i
. = recipe
return .
+16 -1
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@@ -546,4 +546,19 @@ obj/item/clothing/suit/justice
desc = "this pretty much looks ridiculous"
icon_state = "justice"
item_state = "justice"
flags = FPRINT | TABLEPASS
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/gladiator
name = "gladiator uniform"
desc = "Are you not entertained? Is that not why you are here?"
icon_state = "gladiator"
item_state = "gladiator"
color = "gladiator"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state="gladiator"
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1080,7 +1080,7 @@
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = "powerstorage=3"
origin_tech = "powerstorage=5"
maxcharge = 20000
g_amt = 70
+36 -36
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@@ -1,37 +1,37 @@
/datum/game_mode/traitor/changeling
name = "traitor+changeling"
config_tag = "traitorchan"
traitors_possible = 3 //hard limit on traitors if scaling is turned off
required_players = 20
required_enemies = 2
/datum/game_mode/traitor/changeling/announce()
world << "<B>The current game mode is - Traitor+Changeling!</B>"
world << "<B>There is an alien creature on the station along with some syndicate operatives out for their own gain! Do not let the changeling and the traitors succeed!</B>"
/datum/game_mode/traitor/changeling/pre_setup()
var/list/datum/mind/possible_changelings = get_players_for_role(BE_CHANGELING)
for(var/datum/mind/player in possible_changelings)
for(var/job in restricted_jobs)//Removing robots from the list
if(player.assigned_role == job)
possible_changelings -= player
if(possible_changelings.len>0)
var/datum/mind/changeling = pick(possible_changelings)
//possible_changelings-=changeling
changelings += changeling
modePlayer += changelings
return ..()
else
return 0
/datum/game_mode/traitor/changeling/post_setup()
for(var/datum/mind/changeling in changelings)
grant_changeling_powers(changeling.current)
changeling.special_role = "Changeling"
forge_changeling_objectives(changeling)
greet_changeling(changeling)
..()
/datum/game_mode/traitor/changeling
name = "traitor+changeling"
config_tag = "traitorchan"
traitors_possible = 3 //hard limit on traitors if scaling is turned off
required_players = 20
required_enemies = 2
/datum/game_mode/traitor/changeling/announce()
world << "<B>The current game mode is - Traitor+Changeling!</B>"
world << "<B>There is an alien creature on the station along with some syndicate operatives out for their own gain! Do not let the changeling and the traitors succeed!</B>"
/datum/game_mode/traitor/changeling/pre_setup()
var/list/datum/mind/possible_changelings = get_players_for_role(BE_CHANGELING)
for(var/datum/mind/player in possible_changelings)
for(var/job in restricted_jobs)//Removing robots from the list
if(player.assigned_role == job)
possible_changelings -= player
if(possible_changelings.len>0)
var/datum/mind/changeling = pick(possible_changelings)
//possible_changelings-=changeling
changelings += changeling
modePlayer += changelings
return ..()
else
return 0
/datum/game_mode/traitor/changeling/post_setup()
for(var/datum/mind/changeling in changelings)
grant_changeling_powers(changeling.current)
changeling.special_role = "Changeling"
forge_changeling_objectives(changeling)
greet_changeling(changeling)
..()
return
+1 -1
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@@ -204,7 +204,7 @@ datum/objective/block
datum/objective/escape
explanation_text = "Escape on the shuttle alive."
explanation_text = "Escape on the shuttle or an escape pod alive."
check_completion()
+113 -113
View File
@@ -1,113 +1,113 @@
#define ui_dropbutton "SOUTH-1,7"
#define ui_swapbutton "SOUTH-1,7"
#define ui_iclothing "SOUTH-1,2"
#define ui_oclothing "SOUTH,2"
//#define ui_headset "SOUTH,8"
#define ui_rhand "SOUTH,1"
#define ui_lhand "SOUTH,3"
#define ui_id "SOUTH-1,1"
#define ui_mask "SOUTH+1,1"
#define ui_back "SOUTH+1,3"
#define ui_storage1 "SOUTH-1,4"
#define ui_storage2 "SOUTH-1,5"
#define ui_sstore1 "SOUTH+1,4"
#define ui_hstore1 "SOUTH+1,5"
#define ui_resist "EAST+1,SOUTH-1"
#define ui_gloves "SOUTH,5"
#define ui_glasses "SOUTH,7"
#define ui_ears "SOUTH,6"
#define ui_head "SOUTH+1,2"
#define ui_shoes "SOUTH,4"
#define ui_belt "SOUTH-1,3"
#define ui_throw "SOUTH-1,8"
#define ui_oxygen "EAST+1, NORTH-4"
#define ui_pressure "EAST+1, NORTH-5"
#define ui_toxin "EAST+1, NORTH-6"
#define ui_internal "EAST+1, NORTH-2"
#define ui_fire "EAST+1, NORTH-8"
#define ui_temp "EAST+1, NORTH-10"
#define ui_health "EAST+1, NORTH-11"
#define ui_nutrition "EAST+1, NORTH-12"
#define ui_pull "SOUTH-1,10"
#define ui_hand "SOUTH-1,6"
#define ui_sleep "EAST+1, NORTH-13"
#define ui_rest "EAST+1, NORTH-14"
#define ui_acti "SOUTH-1,12"
#define ui_movi "SOUTH-1,14"
#define ui_iarrowleft "SOUTH-1,11"
#define ui_iarrowright "SOUTH-1,13"
#define ui_inv1 "SOUTH-1,1"
#define ui_inv2 "SOUTH-1,2"
#define ui_inv3 "SOUTH-1,3"
obj/hud/New(var/type = 0)
instantiate(type)
..()
return
/obj/hud/proc/other_update()
if(!mymob) return
if(show_otherinventory)
if(mymob:shoes) mymob:shoes:screen_loc = ui_shoes
if(mymob:gloves) mymob:gloves:screen_loc = ui_gloves
if(mymob:ears) mymob:ears:screen_loc = ui_ears
if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
if(mymob:h_store) mymob:h_store:screen_loc = ui_hstore1
else
if(istype(mymob, /mob/living/carbon/human))
if(mymob:shoes) mymob:shoes:screen_loc = null
if(mymob:gloves) mymob:gloves:screen_loc = null
if(mymob:ears) mymob:ears:screen_loc = null
if(mymob:s_store) mymob:s_store:screen_loc = null
if(mymob:glasses) mymob:glasses:screen_loc = null
if(mymob:h_store) mymob:h_store:screen_loc = null
/obj/hud/var/show_otherinventory = 1
/obj/hud/var/obj/screen/action_intent
/obj/hud/var/obj/screen/move_intent
/obj/hud/proc/instantiate(var/type = 0)
mymob = loc
ASSERT(istype(mymob, /mob))
if(ishuman(mymob))
human_hud(mymob.UI) // Pass the player the UI style chosen in preferences
else if(ismonkey(mymob))
monkey_hud(mymob.UI)
else if(isbrain(mymob))
brain_hud(mymob.UI)
else if(islarva(mymob))
larva_hud()
else if(isalien(mymob))
alien_hud()
else if(isAI(mymob))
ai_hud()
else if(isrobot(mymob))
robot_hud()
// else if(ishivebot(mymob))
// hivebot_hud()
// else if(ishivemainframe(mymob))
// hive_mainframe_hud()
else if(isobserver(mymob))
ghost_hud()
return
#define ui_dropbutton "SOUTH-1,7"
#define ui_swapbutton "SOUTH-1,7"
#define ui_iclothing "SOUTH-1,2"
#define ui_oclothing "SOUTH,2"
//#define ui_headset "SOUTH,8"
#define ui_rhand "SOUTH,1"
#define ui_lhand "SOUTH,3"
#define ui_id "SOUTH-1,1"
#define ui_mask "SOUTH+1,1"
#define ui_back "SOUTH+1,3"
#define ui_storage1 "SOUTH-1,4"
#define ui_storage2 "SOUTH-1,5"
#define ui_sstore1 "SOUTH+1,4"
#define ui_hstore1 "SOUTH+1,5"
#define ui_resist "EAST+1,SOUTH-1"
#define ui_gloves "SOUTH,5"
#define ui_glasses "SOUTH,7"
#define ui_ears "SOUTH,6"
#define ui_head "SOUTH+1,2"
#define ui_shoes "SOUTH,4"
#define ui_belt "SOUTH-1,3"
#define ui_throw "SOUTH-1,8"
#define ui_oxygen "EAST+1, NORTH-4"
#define ui_pressure "EAST+1, NORTH-5"
#define ui_toxin "EAST+1, NORTH-6"
#define ui_internal "EAST+1, NORTH-2"
#define ui_fire "EAST+1, NORTH-8"
#define ui_temp "EAST+1, NORTH-10"
#define ui_health "EAST+1, NORTH-11"
#define ui_nutrition "EAST+1, NORTH-12"
#define ui_pull "SOUTH-1,10"
#define ui_hand "SOUTH-1,6"
#define ui_sleep "EAST+1, NORTH-13"
#define ui_rest "EAST+1, NORTH-14"
#define ui_acti "SOUTH-1,12"
#define ui_movi "SOUTH-1,14"
#define ui_iarrowleft "SOUTH-1,11"
#define ui_iarrowright "SOUTH-1,13"
#define ui_inv1 "SOUTH-1,1"
#define ui_inv2 "SOUTH-1,2"
#define ui_inv3 "SOUTH-1,3"
obj/hud/New(var/type = 0)
instantiate(type)
..()
return
/obj/hud/proc/other_update()
if(!mymob) return
if(show_otherinventory)
if(mymob:shoes) mymob:shoes:screen_loc = ui_shoes
if(mymob:gloves) mymob:gloves:screen_loc = ui_gloves
if(mymob:ears) mymob:ears:screen_loc = ui_ears
if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
if(mymob:h_store) mymob:h_store:screen_loc = ui_hstore1
else
if(istype(mymob, /mob/living/carbon/human))
if(mymob:shoes) mymob:shoes:screen_loc = null
if(mymob:gloves) mymob:gloves:screen_loc = null
if(mymob:ears) mymob:ears:screen_loc = null
if(mymob:s_store) mymob:s_store:screen_loc = null
if(mymob:glasses) mymob:glasses:screen_loc = null
if(mymob:h_store) mymob:h_store:screen_loc = null
/obj/hud/var/show_otherinventory = 1
/obj/hud/var/obj/screen/action_intent
/obj/hud/var/obj/screen/move_intent
/obj/hud/proc/instantiate(var/type = 0)
mymob = loc
ASSERT(istype(mymob, /mob))
if(ishuman(mymob))
human_hud(mymob.UI) // Pass the player the UI style chosen in preferences
else if(ismonkey(mymob))
monkey_hud(mymob.UI)
else if(isbrain(mymob))
brain_hud(mymob.UI)
else if(islarva(mymob))
larva_hud()
else if(isalien(mymob))
alien_hud()
else if(isAI(mymob))
ai_hud()
else if(isrobot(mymob))
robot_hud()
// else if(ishivebot(mymob))
// hivebot_hud()
// else if(ishivemainframe(mymob))
// hive_mainframe_hud()
else if(isobserver(mymob))
ghost_hud()
return
+447 -447
View File
@@ -1,447 +1,447 @@
obj/machinery/air_sensor
icon = 'stationobjs.dmi'
icon_state = "gsensor1"
name = "Gas Sensor"
anchored = 1
var/state = 0
var/id_tag
var/frequency = 1439
var/on = 1
var/output = 3
//Flags:
// 1 for pressure
// 2 for temperature
// Output >= 4 includes gas composition
// 4 for oxygen concentration
// 8 for toxins concentration
// 16 for nitrogen concentration
// 32 for carbon dioxide concentration
var/datum/radio_frequency/radio_connection
update_icon()
icon_state = "gsensor[on]"
process()
if(on)
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.data["tag"] = id_tag
signal.data["timestamp"] = world.time
var/datum/gas_mixture/air_sample = return_air()
if(output&1)
signal.data["pressure"] = num2text(round(air_sample.return_pressure(),0.1),)
if(output&2)
signal.data["temperature"] = round(air_sample.temperature,0.1)
if(output>4)
var/total_moles = air_sample.total_moles()
if(total_moles > 0)
if(output&4)
signal.data["oxygen"] = round(100*air_sample.oxygen/total_moles,0.1)
if(output&8)
signal.data["toxins"] = round(100*air_sample.toxins/total_moles,0.1)
if(output&16)
signal.data["nitrogen"] = round(100*air_sample.nitrogen/total_moles,0.1)
if(output&32)
signal.data["carbon_dioxide"] = round(100*air_sample.carbon_dioxide/total_moles,0.1)
else
signal.data["oxygen"] = 0
signal.data["toxins"] = 0
signal.data["nitrogen"] = 0
signal.data["carbon_dioxide"] = 0
signal.data["sigtype"]="status"
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
initialize()
set_frequency(frequency)
New()
..()
if(radio_controller)
set_frequency(frequency)
obj/machinery/computer/general_air_control
icon = 'computer.dmi'
icon_state = "computer_generic"
name = "Computer"
var/frequency = 1439
var/list/sensors = list()
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
attack_hand(mob/user)
user << browse(return_text(),"window=computer")
user.machine = src
onclose(user, "computer")
process()
..()
src.updateDialog()
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/air_management/M = new /obj/item/weapon/circuitboard/air_management( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/air_management/M = new /obj/item/weapon/circuitboard/air_management( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(!id_tag || !sensors.Find(id_tag)) return
sensor_information[id_tag] = signal.data
proc/return_text()
var/sensor_data
if(sensors.len)
for(var/id_tag in sensors)
var/long_name = sensors[id_tag]
var/list/data = sensor_information[id_tag]
var/sensor_part = "<B>[long_name]</B>:<BR>"
if(data)
if(data["pressure"])
sensor_part += " <B>Pressure:</B> [data["pressure"]] kPa<BR>"
if(data["temperature"])
sensor_part += " <B>Temperature:</B> [data["temperature"]] K<BR>"
if(data["oxygen"]||data["toxins"]||data["nitrogen"]||data["carbon_dioxide"])
sensor_part += " <B>Gas Composition :</B>"
if(data["oxygen"])
sensor_part += "[data["oxygen"]]% O2; "
if(data["nitrogen"])
sensor_part += "[data["nitrogen"]]% N; "
if(data["carbon_dioxide"])
sensor_part += "[data["carbon_dioxide"]]% CO2; "
if(data["toxins"])
sensor_part += "[data["toxins"]]% TX; "
sensor_part += "<HR>"
else
sensor_part = "<FONT color='red'>[long_name] can not be found!</FONT><BR>"
sensor_data += sensor_part
else
sensor_data = "No sensors connected."
var/output = {"<B>[name]</B><HR>
<B>Sensor Data:</B><HR><HR>[sensor_data]"}
return output
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
initialize()
set_frequency(frequency)
large_tank_control
icon = 'computer.dmi'
icon_state = "tank"
var/input_tag
var/output_tag
var/list/input_info
var/list/output_info
var/pressure_setting = ONE_ATMOSPHERE * 45
return_text()
var/output = ..()
//if(signal.data)
// input_info = signal.data // Attempting to fix intake control -- TLE
output += "<B>Tank Control System</B><BR>"
if(input_info)
var/power = (input_info["power"])
var/volume_rate = input_info["volume_rate"]
output += {"<B>Input</B>: [power?("Injecting"):("On Hold")] <A href='?src=\ref[src];in_refresh_status=1'>Refresh</A><BR>
Rate: [volume_rate] L/sec<BR>"}
output += "Command: <A href='?src=\ref[src];in_toggle_injector=1'>Toggle Power</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find input port</FONT> <A href='?src=\ref[src];in_refresh_status=1'>Search</A><BR>"
output += "<BR>"
if(output_info)
var/power = (output_info["power"])
var/output_pressure = output_info["internal"]
output += {"<B>Output</B>: [power?("Open"):("On Hold")] <A href='?src=\ref[src];out_refresh_status=1'>Refresh</A><BR>
Max Output Pressure: [output_pressure] kPa<BR>"}
output += "Command: <A href='?src=\ref[src];out_toggle_power=1'>Toggle Power</A> <A href='?src=\ref[src];out_set_pressure=1'>Set Pressure</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find output port</FONT> <A href='?src=\ref[src];out_refresh_status=1'>Search</A><BR>"
output += "Max Output Pressure Set: <A href='?src=\ref[src];adj_pressure=-100'>-</A> <A href='?src=\ref[src];adj_pressure=-1'>-</A> [pressure_setting] kPa <A href='?src=\ref[src];adj_pressure=1'>+</A> <A href='?src=\ref[src];adj_pressure=100'>+</A><BR>"
return output
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(input_tag == id_tag)
input_info = signal.data
else if(output_tag == id_tag)
output_info = signal.data
else
..(signal)
Topic(href, href_list)
if(..())
return
if(href_list["adj_pressure"])
var/change = text2num(href_list["adj_pressure"])
pressure_setting = between(0, pressure_setting + change, 50*ONE_ATMOSPHERE)
spawn(1)
src.updateDialog()
return
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
if(href_list["in_refresh_status"])
input_info = null
signal.data = list ("tag" = input_tag, "status")
if(href_list["in_toggle_injector"])
input_info = null
signal.data = list ("tag" = input_tag, "power_toggle")
if(href_list["out_refresh_status"])
output_info = null
signal.data = list ("tag" = output_tag, "status")
if(href_list["out_toggle_power"])
output_info = null
signal.data = list ("tag" = output_tag, "power_toggle")
if(href_list["out_set_pressure"])
output_info = null
signal.data = list ("tag" = output_tag, "set_internal_pressure" = "[pressure_setting]")
signal.data["sigtype"]="command"
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
spawn(5)
src.updateDialog()
fuel_injection
icon = 'computer.dmi'
icon_state = "atmos"
var/device_tag
var/list/device_info
var/automation = 0
var/cutoff_temperature = 2000
var/on_temperature = 1200
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/injector_control/M = new /obj/item/weapon/circuitboard/injector_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/injector_control/M = new /obj/item/weapon/circuitboard/injector_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
process()
if(automation)
if(!radio_connection)
return 0
var/injecting = 0
for(var/id_tag in sensor_information)
var/list/data = sensor_information[id_tag]
if(data["temperature"])
if(data["temperature"] >= cutoff_temperature)
injecting = 0
break
if(data["temperature"] <= on_temperature)
injecting = 1
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"power" = injecting,
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
..()
return_text()
var/output = ..()
output += "<B>Fuel Injection System</B><BR>"
if(device_info)
var/power = device_info["power"]
var/volume_rate = device_info["volume_rate"]
output += {"Status: [power?("Injecting"):("On Hold")] <A href='?src=\ref[src];refresh_status=1'>Refresh</A><BR>
Rate: [volume_rate] L/sec<BR>"}
if(automation)
output += "Automated Fuel Injection: <A href='?src=\ref[src];toggle_automation=1'>Engaged</A><BR>"
output += "Injector Controls Locked Out<BR>"
else
output += "Automated Fuel Injection: <A href='?src=\ref[src];toggle_automation=1'>Disengaged</A><BR>"
output += "Injector: <A href='?src=\ref[src];toggle_injector=1'>Toggle Power</A> <A href='?src=\ref[src];injection=1'>Inject (1 Cycle)</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find device</FONT> <A href='?src=\ref[src];refresh_status=1'>Search</A><BR>"
return output
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(device_tag == id_tag)
device_info = signal.data
else
..(signal)
Topic(href, href_list)
if(..())
return
if(href_list["refresh_status"])
device_info = null
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"status",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
if(href_list["toggle_automation"])
automation = !automation
if(href_list["toggle_injector"])
device_info = null
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"power_toggle",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
if(href_list["injection"])
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"inject",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
obj/machinery/air_sensor
icon = 'stationobjs.dmi'
icon_state = "gsensor1"
name = "Gas Sensor"
anchored = 1
var/state = 0
var/id_tag
var/frequency = 1439
var/on = 1
var/output = 3
//Flags:
// 1 for pressure
// 2 for temperature
// Output >= 4 includes gas composition
// 4 for oxygen concentration
// 8 for toxins concentration
// 16 for nitrogen concentration
// 32 for carbon dioxide concentration
var/datum/radio_frequency/radio_connection
update_icon()
icon_state = "gsensor[on]"
process()
if(on)
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.data["tag"] = id_tag
signal.data["timestamp"] = world.time
var/datum/gas_mixture/air_sample = return_air()
if(output&1)
signal.data["pressure"] = num2text(round(air_sample.return_pressure(),0.1),)
if(output&2)
signal.data["temperature"] = round(air_sample.temperature,0.1)
if(output>4)
var/total_moles = air_sample.total_moles()
if(total_moles > 0)
if(output&4)
signal.data["oxygen"] = round(100*air_sample.oxygen/total_moles,0.1)
if(output&8)
signal.data["toxins"] = round(100*air_sample.toxins/total_moles,0.1)
if(output&16)
signal.data["nitrogen"] = round(100*air_sample.nitrogen/total_moles,0.1)
if(output&32)
signal.data["carbon_dioxide"] = round(100*air_sample.carbon_dioxide/total_moles,0.1)
else
signal.data["oxygen"] = 0
signal.data["toxins"] = 0
signal.data["nitrogen"] = 0
signal.data["carbon_dioxide"] = 0
signal.data["sigtype"]="status"
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
initialize()
set_frequency(frequency)
New()
..()
if(radio_controller)
set_frequency(frequency)
obj/machinery/computer/general_air_control
icon = 'computer.dmi'
icon_state = "computer_generic"
name = "Computer"
var/frequency = 1439
var/list/sensors = list()
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
attack_hand(mob/user)
user << browse(return_text(),"window=computer")
user.machine = src
onclose(user, "computer")
process()
..()
src.updateDialog()
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/air_management/M = new /obj/item/weapon/circuitboard/air_management( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/air_management/M = new /obj/item/weapon/circuitboard/air_management( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(!id_tag || !sensors.Find(id_tag)) return
sensor_information[id_tag] = signal.data
proc/return_text()
var/sensor_data
if(sensors.len)
for(var/id_tag in sensors)
var/long_name = sensors[id_tag]
var/list/data = sensor_information[id_tag]
var/sensor_part = "<B>[long_name]</B>:<BR>"
if(data)
if(data["pressure"])
sensor_part += " <B>Pressure:</B> [data["pressure"]] kPa<BR>"
if(data["temperature"])
sensor_part += " <B>Temperature:</B> [data["temperature"]] K<BR>"
if(data["oxygen"]||data["toxins"]||data["nitrogen"]||data["carbon_dioxide"])
sensor_part += " <B>Gas Composition :</B>"
if(data["oxygen"])
sensor_part += "[data["oxygen"]]% O2; "
if(data["nitrogen"])
sensor_part += "[data["nitrogen"]]% N; "
if(data["carbon_dioxide"])
sensor_part += "[data["carbon_dioxide"]]% CO2; "
if(data["toxins"])
sensor_part += "[data["toxins"]]% TX; "
sensor_part += "<HR>"
else
sensor_part = "<FONT color='red'>[long_name] can not be found!</FONT><BR>"
sensor_data += sensor_part
else
sensor_data = "No sensors connected."
var/output = {"<B>[name]</B><HR>
<B>Sensor Data:</B><HR><HR>[sensor_data]"}
return output
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
initialize()
set_frequency(frequency)
large_tank_control
icon = 'computer.dmi'
icon_state = "tank"
var/input_tag
var/output_tag
var/list/input_info
var/list/output_info
var/pressure_setting = ONE_ATMOSPHERE * 45
return_text()
var/output = ..()
//if(signal.data)
// input_info = signal.data // Attempting to fix intake control -- TLE
output += "<B>Tank Control System</B><BR>"
if(input_info)
var/power = (input_info["power"])
var/volume_rate = input_info["volume_rate"]
output += {"<B>Input</B>: [power?("Injecting"):("On Hold")] <A href='?src=\ref[src];in_refresh_status=1'>Refresh</A><BR>
Rate: [volume_rate] L/sec<BR>"}
output += "Command: <A href='?src=\ref[src];in_toggle_injector=1'>Toggle Power</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find input port</FONT> <A href='?src=\ref[src];in_refresh_status=1'>Search</A><BR>"
output += "<BR>"
if(output_info)
var/power = (output_info["power"])
var/output_pressure = output_info["internal"]
output += {"<B>Output</B>: [power?("Open"):("On Hold")] <A href='?src=\ref[src];out_refresh_status=1'>Refresh</A><BR>
Max Output Pressure: [output_pressure] kPa<BR>"}
output += "Command: <A href='?src=\ref[src];out_toggle_power=1'>Toggle Power</A> <A href='?src=\ref[src];out_set_pressure=1'>Set Pressure</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find output port</FONT> <A href='?src=\ref[src];out_refresh_status=1'>Search</A><BR>"
output += "Max Output Pressure Set: <A href='?src=\ref[src];adj_pressure=-100'>-</A> <A href='?src=\ref[src];adj_pressure=-1'>-</A> [pressure_setting] kPa <A href='?src=\ref[src];adj_pressure=1'>+</A> <A href='?src=\ref[src];adj_pressure=100'>+</A><BR>"
return output
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(input_tag == id_tag)
input_info = signal.data
else if(output_tag == id_tag)
output_info = signal.data
else
..(signal)
Topic(href, href_list)
if(..())
return
if(href_list["adj_pressure"])
var/change = text2num(href_list["adj_pressure"])
pressure_setting = between(0, pressure_setting + change, 50*ONE_ATMOSPHERE)
spawn(1)
src.updateDialog()
return
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
if(href_list["in_refresh_status"])
input_info = null
signal.data = list ("tag" = input_tag, "status")
if(href_list["in_toggle_injector"])
input_info = null
signal.data = list ("tag" = input_tag, "power_toggle")
if(href_list["out_refresh_status"])
output_info = null
signal.data = list ("tag" = output_tag, "status")
if(href_list["out_toggle_power"])
output_info = null
signal.data = list ("tag" = output_tag, "power_toggle")
if(href_list["out_set_pressure"])
output_info = null
signal.data = list ("tag" = output_tag, "set_internal_pressure" = "[pressure_setting]")
signal.data["sigtype"]="command"
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
spawn(5)
src.updateDialog()
fuel_injection
icon = 'computer.dmi'
icon_state = "atmos"
var/device_tag
var/list/device_info
var/automation = 0
var/cutoff_temperature = 2000
var/on_temperature = 1200
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/injector_control/M = new /obj/item/weapon/circuitboard/injector_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/injector_control/M = new /obj/item/weapon/circuitboard/injector_control( A )
for (var/obj/C in src)
C.loc = src.loc
M.frequency = src.frequency
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
process()
if(automation)
if(!radio_connection)
return 0
var/injecting = 0
for(var/id_tag in sensor_information)
var/list/data = sensor_information[id_tag]
if(data["temperature"])
if(data["temperature"] >= cutoff_temperature)
injecting = 0
break
if(data["temperature"] <= on_temperature)
injecting = 1
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"power" = injecting,
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
..()
return_text()
var/output = ..()
output += "<B>Fuel Injection System</B><BR>"
if(device_info)
var/power = device_info["power"]
var/volume_rate = device_info["volume_rate"]
output += {"Status: [power?("Injecting"):("On Hold")] <A href='?src=\ref[src];refresh_status=1'>Refresh</A><BR>
Rate: [volume_rate] L/sec<BR>"}
if(automation)
output += "Automated Fuel Injection: <A href='?src=\ref[src];toggle_automation=1'>Engaged</A><BR>"
output += "Injector Controls Locked Out<BR>"
else
output += "Automated Fuel Injection: <A href='?src=\ref[src];toggle_automation=1'>Disengaged</A><BR>"
output += "Injector: <A href='?src=\ref[src];toggle_injector=1'>Toggle Power</A> <A href='?src=\ref[src];injection=1'>Inject (1 Cycle)</A><BR>"
else
output += "<FONT color='red'>ERROR: Can not find device</FONT> <A href='?src=\ref[src];refresh_status=1'>Search</A><BR>"
return output
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/id_tag = signal.data["tag"]
if(device_tag == id_tag)
device_info = signal.data
else
..(signal)
Topic(href, href_list)
if(..())
return
if(href_list["refresh_status"])
device_info = null
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"status",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
if(href_list["toggle_automation"])
automation = !automation
if(href_list["toggle_injector"])
device_info = null
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"power_toggle",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
if(href_list["injection"])
if(!radio_connection)
return 0
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.source = src
signal.data = list(
"tag" = device_tag,
"inject",
"sigtype"="command"
)
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
@@ -11,6 +11,7 @@
volume = 750
stationary
name = "Stationary Air Scrubber"
icon_state = "scrubber:0"
anchored = 1
volume = 30000
+4
View File
@@ -560,6 +560,10 @@
process_bot()
sleep(2)
process_bot()
sleep(2)
process_bot()
sleep(2)
process_bot()
if(2)
process_bot()
spawn(4)
+1 -1
View File
@@ -51,7 +51,7 @@
if(!charging || (stat & (BROKEN|NOPOWER)) )
return
var/added = charging.give(50)
var/added = charging.give(500)
use_power(added / CELLRATE)
updateicon()
+3 -3
View File
@@ -22,10 +22,10 @@
var/name_part1
var/name_part2
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Rape ", "Pwn ", "Own ")
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ")
name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Faggot ", "Duke ", "General ")
name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "Metroid", "Griefer", "ERPer", "Homosexual", "Lizard Man", "Unicorn")
name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Great ", "Duke ", "General ")
name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "Metroid", "Griefer", "ERPer", "Lizard Man", "Unicorn")
src.enemy_name = dd_replacetext((name_part1 + name_part2), "the ", "")
src.name = (name_action + name_part1 + name_part2)
+131 -131
View File
@@ -1,131 +1,131 @@
/obj/machinery/computer
name = "computer"
icon = 'computer.dmi'
density = 1
anchored = 1.0
var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassemble
New()
..()
spawn(2)
power_change()
meteorhit(var/obj/O as obj)
for(var/x in verbs)
verbs -= x
set_broken()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
smoke.set_up(5, 0, src)
smoke.start()
return
emp_act(severity)
if(prob(20/severity)) set_broken()
..()
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(25))
del(src)
return
if (prob(50))
for(var/x in verbs)
verbs -= x
set_broken()
if(3.0)
if (prob(25))
for(var/x in verbs)
verbs -= x
set_broken()
else
return
blob_act()
if (prob(75))
for(var/x in verbs)
verbs -= x
set_broken()
density = 0
power_change()
if(!istype(src,/obj/machinery/computer/security/telescreen))
if(stat & BROKEN)
icon_state = initial(icon_state)
icon_state += "b"
if (istype(src,/obj/machinery/computer/aifixer))
overlays = null
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
if (istype(src,/obj/machinery/computer/aifixer))
var/obj/machinery/computer/aifixer/O = src
if (O.occupant)
switch (O.occupant.stat)
if (0)
overlays += image('computer.dmi', "ai-fixer-full")
if (2)
overlays += image('computer.dmi', "ai-fixer-404")
else
overlays += image('computer.dmi', "ai-fixer-empty")
else
spawn(rand(0, 15))
//icon_state = "c_unpowered"
icon_state = initial(icon_state)
icon_state += "0"
stat |= NOPOWER
if (istype(src,/obj/machinery/computer/aifixer))
overlays = null
process()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
proc/set_broken()
icon_state = initial(icon_state)
icon_state += "b"
stat |= BROKEN
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.loc = src.loc
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
else
src.attack_hand(user)
return
/obj/machinery/computer
name = "computer"
icon = 'computer.dmi'
density = 1
anchored = 1.0
var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassemble
New()
..()
spawn(2)
power_change()
meteorhit(var/obj/O as obj)
for(var/x in verbs)
verbs -= x
set_broken()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
smoke.set_up(5, 0, src)
smoke.start()
return
emp_act(severity)
if(prob(20/severity)) set_broken()
..()
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(25))
del(src)
return
if (prob(50))
for(var/x in verbs)
verbs -= x
set_broken()
if(3.0)
if (prob(25))
for(var/x in verbs)
verbs -= x
set_broken()
else
return
blob_act()
if (prob(75))
for(var/x in verbs)
verbs -= x
set_broken()
density = 0
power_change()
if(!istype(src,/obj/machinery/computer/security/telescreen))
if(stat & BROKEN)
icon_state = initial(icon_state)
icon_state += "b"
if (istype(src,/obj/machinery/computer/aifixer))
overlays = null
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
if (istype(src,/obj/machinery/computer/aifixer))
var/obj/machinery/computer/aifixer/O = src
if (O.occupant)
switch (O.occupant.stat)
if (0)
overlays += image('computer.dmi', "ai-fixer-full")
if (2)
overlays += image('computer.dmi', "ai-fixer-404")
else
overlays += image('computer.dmi', "ai-fixer-empty")
else
spawn(rand(0, 15))
//icon_state = "c_unpowered"
icon_state = initial(icon_state)
icon_state += "0"
stat |= NOPOWER
if (istype(src,/obj/machinery/computer/aifixer))
overlays = null
process()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
proc/set_broken()
icon_state = initial(icon_state)
icon_state += "b"
stat |= BROKEN
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.loc = src.loc
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
else
src.attack_hand(user)
return
+1 -1
View File
@@ -126,7 +126,7 @@ to destroy them and players will be able to make replacements.
build_path = "/obj/machinery/r_n_d/destructive_analyzer"
board_type = "machine"
origin_tech = "magnets=2;engineering=2;programming=2"
frame_desc = "Requires 2 Scanning Modules, 1 Manipulator, and 1 Micro-Laser."
frame_desc = "Requires 1 Scanning Module, 1 Manipulator, and 1 Micro-Laser."
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
+72 -72
View File
@@ -1,72 +1,72 @@
obj/machinery/recharger
anchored = 1.0
icon = 'stationobjs.dmi'
icon_state = "recharger0"
name = "recharger"
use_power = 1
idle_power_usage = 4
active_power_usage = 250
var
obj/item/weapon/gun/energy/charging = null
obj/item/weapon/melee/baton/charging2 = null
/obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if (src.charging || src.charging2)
return
if (istype(G, /obj/item/weapon/gun/energy))
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
user << "Your gun's recharge port was removed to make room for a miniaturized reactor."
return
if (istype(G, /obj/item/weapon/gun/energy/staff))
user << "It's a wooden staff, not a gun!"
return
user.drop_item()
G.loc = src
src.charging = G
use_power = 2
if (istype(G, /obj/item/weapon/melee/baton))
user.drop_item()
G.loc = src
src.charging2 = G
use_power = 2
/obj/machinery/recharger/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MACHINERY",src,user:wear_suit)
return
if (src.charging)
src.charging.update_icon()
src.charging.loc = src.loc
src.charging = null
use_power = 1
if(src.charging2)
src.charging2.update_icon()
src.charging2.loc = src.loc
src.charging2 = null
use_power = 1
/obj/machinery/recharger/attack_paw(mob/user as mob)
if ((ticker && ticker.mode.name == "monkey"))
return src.attack_hand(user)
/obj/machinery/recharger/process()
if ((src.charging) && ! (stat & NOPOWER) )
if (src.charging.power_supply.charge < src.charging.power_supply.maxcharge)
src.charging.power_supply.give(100)
src.icon_state = "recharger1"
use_power(250)
else
src.icon_state = "recharger2"
if ((src.charging2) && ! (stat & NOPOWER) )
if (src.charging2.charges < src.charging2.maximum_charges)
src.charging2.charges++
src.icon_state = "recharger1"
use_power(250)
else
src.icon_state = "recharger2"
else if (!(src.charging || src.charging2))
src.icon_state = "recharger0"
obj/machinery/recharger
anchored = 1.0
icon = 'stationobjs.dmi'
icon_state = "recharger0"
name = "recharger"
use_power = 1
idle_power_usage = 4
active_power_usage = 250
var
obj/item/weapon/gun/energy/charging = null
obj/item/weapon/melee/baton/charging2 = null
/obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if (src.charging || src.charging2)
return
if (istype(G, /obj/item/weapon/gun/energy))
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
user << "Your gun's recharge port was removed to make room for a miniaturized reactor."
return
if (istype(G, /obj/item/weapon/gun/energy/staff))
user << "It's a wooden staff, not a gun!"
return
user.drop_item()
G.loc = src
src.charging = G
use_power = 2
if (istype(G, /obj/item/weapon/melee/baton))
user.drop_item()
G.loc = src
src.charging2 = G
use_power = 2
/obj/machinery/recharger/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MACHINERY",src,user:wear_suit)
return
if (src.charging)
src.charging.update_icon()
src.charging.loc = src.loc
src.charging = null
use_power = 1
if(src.charging2)
src.charging2.update_icon()
src.charging2.loc = src.loc
src.charging2 = null
use_power = 1
/obj/machinery/recharger/attack_paw(mob/user as mob)
if ((ticker && ticker.mode.name == "monkey"))
return src.attack_hand(user)
/obj/machinery/recharger/process()
if ((src.charging) && ! (stat & NOPOWER) )
if (src.charging.power_supply.charge < src.charging.power_supply.maxcharge)
src.charging.power_supply.give(100)
src.icon_state = "recharger1"
use_power(250)
else
src.icon_state = "recharger2"
if ((src.charging2) && ! (stat & NOPOWER) )
if (src.charging2.charges < src.charging2.maximum_charges)
src.charging2.charges++
src.icon_state = "recharger1"
use_power(250)
else
src.icon_state = "recharger2"
else if (!(src.charging || src.charging2))
src.icon_state = "recharger0"
+195 -195
View File
@@ -1,196 +1,196 @@
/obj/machinery/space_heater
anchored = 0
density = 1
icon = 'atmos.dmi'
icon_state = "sheater0"
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire."
var/obj/item/weapon/cell/cell
var/on = 0
var/open = 0
var/set_temperature = 50 // in celcius, add T0C for kelvin
var/heating_power = 40000
flags = FPRINT
New()
..()
cell = new(src)
cell.charge = 1000
cell.maxcharge = 1000
update_icon()
return
update_icon()
if(open)
icon_state = "sheater-open"
else
icon_state = "sheater[on]"
return
examine()
set src in oview(12)
if (!( usr ))
return
usr << "This is \icon[src] \an [src.name]."
usr << src.desc
usr << "The heater is [on ? "on" : "off"] and the hatch is [open ? "open" : "closed"]."
if(open)
usr << "The power cell is [cell ? "installed" : "missing"]."
else
usr << "The charge meter reads [cell ? round(cell.percent(),1) : 0]%"
return
attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/cell))
if(open)
if(cell)
user << "There is already a power cell inside."
return
else
// insert cell
var/obj/item/weapon/cell/C = usr.equipped()
if(istype(C))
user.drop_item()
cell = C
C.loc = src
C.add_fingerprint(usr)
user.visible_message("\blue [user] inserts a power cell into [src].", "\blue You insert the power cell into [src].")
else
user << "The hatch must be open to insert a power cell."
return
else if(istype(I, /obj/item/weapon/screwdriver))
open = !open
user.visible_message("\blue [user] [open ? "opens" : "closes"] the hatch on the [src].", "\blue You [open ? "open" : "close"] the hatch on the [src].")
update_icon()
if(!open && user.machine == src)
user << browse(null, "window=spaceheater")
user.machine = null
else
..()
return
attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(open)
var/dat
dat = "Power cell: "
if(cell)
dat += "<A href='byond://?src=\ref[src];op=cellremove'>Installed</A><BR>"
else
dat += "<A href='byond://?src=\ref[src];op=cellinstall'>Removed</A><BR>"
dat += "Power Level: [cell ? round(cell.percent(),1) : 0]%<BR><BR>"
dat += "Set Temperature: "
dat += "<A href='?src=\ref[src];op=temp;val=-5'>-</A>"
dat += " [set_temperature]&deg;C "
dat += "<A href='?src=\ref[src];op=temp;val=5'>+</A><BR>"
user.machine = src
user << browse("<HEAD><TITLE>Space Heater Control Panel</TITLE></HEAD><TT>[dat]</TT>", "window=spaceheater")
onclose(user, "spaceheater")
else
on = !on
user.visible_message("\blue [user] switches [on ? "on" : "off"] the [src].","\blue You switch [on ? "on" : "off"] the [src].")
update_icon()
return
Topic(href, href_list)
if (usr.stat)
return
if ((in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon)))
usr.machine = src
switch(href_list["op"])
if("temp")
var/value = text2num(href_list["val"])
// limit to 20-90 degC
set_temperature = dd_range(20, 90, set_temperature + value)
if("cellremove")
if(open && cell && !usr.equipped())
cell.loc = usr
cell.layer = 20
if(usr.hand)
usr.l_hand = cell
else
usr.r_hand = cell
cell.add_fingerprint(usr)
cell.updateicon()
cell = null
usr.visible_message("\blue [usr] removes the power cell from \the [src].", "\blue You remove the power cell from \the [src].")
if("cellinstall")
if(open && !cell)
var/obj/item/weapon/cell/C = usr.equipped()
if(istype(C))
usr.drop_item()
cell = C
C.loc = src
C.add_fingerprint(usr)
usr.visible_message("\blue [usr] inserts a power cell into \the [src].", "\blue You insert the power cell into \the [src].")
updateDialog()
else
usr << browse(null, "window=spaceheater")
usr.machine = null
return
process()
if(on)
if(cell && cell.charge > 0)
var/turf/simulated/L = loc
if(istype(L))
var/datum/gas_mixture/env = L.return_air()
if(env.temperature < (set_temperature+T0C))
var/transfer_moles = 0.25 * env.total_moles()
var/datum/gas_mixture/removed = env.remove(transfer_moles)
//world << "got [transfer_moles] moles at [removed.temperature]"
if(removed)
var/heat_capacity = removed.heat_capacity()
//world << "heating ([heat_capacity])"
if(heat_capacity == 0 || heat_capacity == null) // Added check to avoid divide by zero (oshi-) runtime errors -- TLE
heat_capacity = 1
removed.temperature = min((removed.temperature*heat_capacity + heating_power)/heat_capacity, 1000) // Added min() check to try and avoid wacky superheating issues in low gas scenarios -- TLE
cell.use(heating_power/20000)
//world << "now at [removed.temperature]"
env.merge(removed)
//world << "turf now at [env.temperature]"
else
on = 0
update_icon()
/obj/machinery/space_heater
anchored = 0
density = 1
icon = 'atmos.dmi'
icon_state = "sheater0"
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire."
var/obj/item/weapon/cell/cell
var/on = 0
var/open = 0
var/set_temperature = 50 // in celcius, add T0C for kelvin
var/heating_power = 40000
flags = FPRINT
New()
..()
cell = new(src)
cell.charge = 1000
cell.maxcharge = 1000
update_icon()
return
update_icon()
if(open)
icon_state = "sheater-open"
else
icon_state = "sheater[on]"
return
examine()
set src in oview(12)
if (!( usr ))
return
usr << "This is \icon[src] \an [src.name]."
usr << src.desc
usr << "The heater is [on ? "on" : "off"] and the hatch is [open ? "open" : "closed"]."
if(open)
usr << "The power cell is [cell ? "installed" : "missing"]."
else
usr << "The charge meter reads [cell ? round(cell.percent(),1) : 0]%"
return
attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/cell))
if(open)
if(cell)
user << "There is already a power cell inside."
return
else
// insert cell
var/obj/item/weapon/cell/C = usr.equipped()
if(istype(C))
user.drop_item()
cell = C
C.loc = src
C.add_fingerprint(usr)
user.visible_message("\blue [user] inserts a power cell into [src].", "\blue You insert the power cell into [src].")
else
user << "The hatch must be open to insert a power cell."
return
else if(istype(I, /obj/item/weapon/screwdriver))
open = !open
user.visible_message("\blue [user] [open ? "opens" : "closes"] the hatch on the [src].", "\blue You [open ? "open" : "close"] the hatch on the [src].")
update_icon()
if(!open && user.machine == src)
user << browse(null, "window=spaceheater")
user.machine = null
else
..()
return
attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(open)
var/dat
dat = "Power cell: "
if(cell)
dat += "<A href='byond://?src=\ref[src];op=cellremove'>Installed</A><BR>"
else
dat += "<A href='byond://?src=\ref[src];op=cellinstall'>Removed</A><BR>"
dat += "Power Level: [cell ? round(cell.percent(),1) : 0]%<BR><BR>"
dat += "Set Temperature: "
dat += "<A href='?src=\ref[src];op=temp;val=-5'>-</A>"
dat += " [set_temperature]&deg;C "
dat += "<A href='?src=\ref[src];op=temp;val=5'>+</A><BR>"
user.machine = src
user << browse("<HEAD><TITLE>Space Heater Control Panel</TITLE></HEAD><TT>[dat]</TT>", "window=spaceheater")
onclose(user, "spaceheater")
else
on = !on
user.visible_message("\blue [user] switches [on ? "on" : "off"] the [src].","\blue You switch [on ? "on" : "off"] the [src].")
update_icon()
return
Topic(href, href_list)
if (usr.stat)
return
if ((in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon)))
usr.machine = src
switch(href_list["op"])
if("temp")
var/value = text2num(href_list["val"])
// limit to 20-90 degC
set_temperature = dd_range(20, 90, set_temperature + value)
if("cellremove")
if(open && cell && !usr.equipped())
cell.loc = usr
cell.layer = 20
if(usr.hand)
usr.l_hand = cell
else
usr.r_hand = cell
cell.add_fingerprint(usr)
cell.updateicon()
cell = null
usr.visible_message("\blue [usr] removes the power cell from \the [src].", "\blue You remove the power cell from \the [src].")
if("cellinstall")
if(open && !cell)
var/obj/item/weapon/cell/C = usr.equipped()
if(istype(C))
usr.drop_item()
cell = C
C.loc = src
C.add_fingerprint(usr)
usr.visible_message("\blue [usr] inserts a power cell into \the [src].", "\blue You insert the power cell into \the [src].")
updateDialog()
else
usr << browse(null, "window=spaceheater")
usr.machine = null
return
process()
if(on)
if(cell && cell.charge > 0)
var/turf/simulated/L = loc
if(istype(L))
var/datum/gas_mixture/env = L.return_air()
if(env.temperature < (set_temperature+T0C))
var/transfer_moles = 0.25 * env.total_moles()
var/datum/gas_mixture/removed = env.remove(transfer_moles)
//world << "got [transfer_moles] moles at [removed.temperature]"
if(removed)
var/heat_capacity = removed.heat_capacity()
//world << "heating ([heat_capacity])"
if(heat_capacity == 0 || heat_capacity == null) // Added check to avoid divide by zero (oshi-) runtime errors -- TLE
heat_capacity = 1
removed.temperature = min((removed.temperature*heat_capacity + heating_power)/heat_capacity, 1000) // Added min() check to try and avoid wacky superheating issues in low gas scenarios -- TLE
cell.use(heating_power/20000)
//world << "now at [removed.temperature]"
env.merge(removed)
//world << "turf now at [env.temperature]"
else
on = 0
update_icon()
return
+36 -26
View File
@@ -5,6 +5,9 @@
They receive their message from a server after the message has been logged.
*/
var
list/recentmessages = list() // global list of recent messages broadcasted : used to circumvent massive radio spam
/obj/machinery/telecomms/broadcaster
name = "Subspace Broadcaster"
@@ -19,11 +22,17 @@
heatgen = 60
delay = 7
circuitboard = "/obj/item/weapon/circuitboard/telecomms/broadcaster"
receive_information(datum/signal/signal, obj/machinery/telecomms/machine_from)
if(signal.data["message"])
// Kind of lame way to prevent MASSIVE RADIO SPAM but it works
if("[signal.data["message"]]:[signal.data["realname"]]" in recentmessages)
return
recentmessages.Add( "[signal.data["message"]]:[signal.data["realname"]]" )
signal.data["done"] = 1 // mark the signal as being broadcasted
// Search for the original signal and mark it as done as well
@@ -44,6 +53,9 @@
/* --- Do a snazzy animation! --- */
flick("broadcaster_send", src)
spawn(1)
recentmessages = list()
/*
Basically just an empty shell for receiving and broadcasting radio messages. Not
@@ -68,38 +80,36 @@
if(!on) // has to be on to receive messages
return
if(signal.transmission_method == 2)
if(is_freq_listening(signal)) // detect subspace signals
if(is_freq_listening(signal)) // detect subspace signals
signal.data["done"] = 1 // mark the signal as being broadcasted
signal.data["compression"] = 0
signal.data["done"] = 1 // mark the signal as being broadcasted
signal.data["compression"] = 0
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
// Search for the original signal and mark it as done as well
var/datum/signal/original = signal.data["original"]
if(original)
original.data["done"] = 1
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
/* ###### Broadcast a message using signal.data ###### */
/* ###### Broadcast a message using signal.data ###### */
var/datum/radio_frequency/connection = signal.data["connection"]
var/datum/radio_frequency/connection = signal.data["connection"]
if(connection.frequency == SYND_FREQ) // if syndicate broadcast, just
if(connection.frequency == SYND_FREQ) // if syndicate broadcast, just
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],, signal.data["compression"])
else
if(intercept)
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"],, signal.data["compression"])
else
if(intercept)
Broadcast_Message(signal.data["connection"], signal.data["mob"],
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 3, signal.data["compression"])
signal.data["vmask"], signal.data["vmessage"],
signal.data["radio"], signal.data["message"],
signal.data["name"], signal.data["job"],
signal.data["realname"], signal.data["vname"], 3, signal.data["compression"])
@@ -77,6 +77,9 @@
newpath = text2path(I)
var/obj/item/s = new newpath
s.loc = user.loc
if(istype(P, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/A = P
A.amount = 1
// Drop a circuit board too
C.loc = user.loc
@@ -113,13 +116,16 @@
dat += "<br>Network: <a href='?src=\ref[src];input=network'>[network]</a>"
dat += "<br>Prefabrication: [autolinkers.len ? "TRUE" : "FALSE"]"
dat += "<br>Linked Network Entities: <ol>"
var/i = 0
for(var/obj/machinery/telecomms/T in links)
dat += "<li>\ref[T] [T.name] ([T.id])</li>"
i++
dat += "<li>\ref[T] [T.name] ([T.id]) <a href='?src=\ref[src];unlink=[i]'>\[X\]</a></li>"
dat += "</ol>"
dat += "<br>Filtering Frequencies: "
var/i = 0
i = 0
if(length(freq_listening))
for(var/x in freq_listening)
i++
@@ -197,6 +203,16 @@
temp = "<font color = #666633>-% Removed frequency filter [x] %-</font color>"
freq_listening.Remove(x)
if(href_list["unlink"])
var/obj/machinery/telecomms/T = links[text2num(href_list["unlink"])]
temp = "<font color = #666633>-% Removed \ref[T] [T.name] from linked entities. %-</font color>"
// Remove link entries from both T and src.
if(src in T.links)
T.links.Remove(src)
links.Remove(T)
if(href_list["link"])
if(P.buffer)
+314 -314
View File
@@ -1,314 +1,314 @@
/obj/machinery/computer/teleporter
name = "Teleporter"
desc = "Used to control a linked teleportation Hub and Station."
icon_state = "teleport"
circuit = "/obj/item/weapon/circuitboard/teleporter"
var/obj/item/locked = null
var/id = null
/obj/machinery/computer/teleporter/New()
src.id = text("[]", rand(1000, 9999))
..()
return
/obj/machinery/computer/teleporter/attackby(I as obj, user as mob)
if (istype(I, /obj/item/weapon/card/data/))
var/obj/item/weapon/card/data/M = I
if(stat & (NOPOWER|BROKEN) & (M.function != "teleporter"))
src.attack_hand()
var/obj/S = null
for(var/obj/effect/landmark/sloc in world)
if (sloc.name != M.data)
continue
if (locate(/mob) in sloc.loc)
continue
S = sloc
break
if (!S)
S = locate("landmark*[M.data]") // use old stype
if (istype(S, /obj/effect/landmark/) && istype(S.loc, /turf))
usr.loc = S.loc
del(I)
return
else
..()
return
/obj/machinery/computer/teleporter/attack_paw()
src.attack_hand()
/obj/machinery/computer/teleporter/security/attackby(obj/item/weapon/W)
src.attack_hand()
/obj/machinery/computer/teleporter/security/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai()
src.attack_hand()
/obj/machinery/computer/teleporter/attack_hand()
if(stat & (NOPOWER|BROKEN))
return
var/list/L = list()
var/list/areaindex = list()
for(var/obj/item/device/radio/beacon/R in world)
var/turf/T = get_turf(R)
if (!T) continue
if(T.z == 2) continue
var/tmpname = T.loc.name
if(areaindex[tmpname])
tmpname = "[tmpname] ([++areaindex[tmpname]])"
else
areaindex[tmpname] = 1
L[tmpname] = R
for (var/obj/item/weapon/implant/tracking/I in world)
if (!I.implanted || !ismob(I.loc))
continue
else
var/mob/M = I.loc
if (M.stat == 2)
if (M.timeofdeath + 6000 < world.time)
continue
var/turf/T = get_turf(M)
if(T) continue
if(T.z == 2) continue
var/tmpname = M.real_name
if(areaindex[tmpname])
tmpname = "[tmpname] ([++areaindex[tmpname]])"
else
areaindex[tmpname] = 1
L[tmpname] = I
var/desc = input("Please select a location to lock in.", "Locking Computer") in L
src.locked = L[desc]
for(var/mob/O in hearers(src, null))
O.show_message("\blue Locked In", 2)
src.add_fingerprint(usr)
return
/obj/machinery/computer/teleporter/verb/set_id(t as text)
set category = "Object"
set name = "Set teleporter ID"
set src in oview(1)
set desc = "ID Tag:"
if(stat & (NOPOWER|BROKEN) || !istype(usr,/mob/living))
return
if (t)
src.id = t
return
/proc/find_loc(obj/R as obj)
if (!R) return null
var/turf/T = R.loc
while(!istype(T, /turf))
T = T.loc
if(!T || istype(T, /area)) return null
return T
/obj/machinery/teleport/hub/Bumped(M as mob|obj)
spawn()
if (src.icon_state == "tele1")
teleport(M)
use_power(5000)
return
/obj/machinery/teleport/hub/proc/teleport(atom/movable/M as mob|obj)
var/atom/l = src.loc
var/obj/machinery/computer/teleporter/com = locate(/obj/machinery/computer/teleporter, locate(l.x - 2, l.y, l.z))
if (!com)
return
if (!com.locked)
for(var/mob/O in hearers(src, null))
O.show_message("\red Failure: Cannot authenticate locked on coordinates. Please reinstate coordinate matrix.")
return
if (istype(M, /atom/movable))
if(prob(5) && !accurate) //oh dear a problem, put em in deep space
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy - 5), 3), 2)
else
do_teleport(M, com.locked) //dead-on precision
else
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
for(var/mob/B in hearers(src, null))
B.show_message("\blue Test fire completed.")
return
/*
/proc/do_teleport(atom/movable/M as mob|obj, atom/destination, precision)
if(istype(M, /obj/effect))
del(M)
return
if (istype(M, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>The [] bounces off of the portal!</B>", M.name), 1)
return
if (istype(M, /mob/living))
var/mob/living/MM = M
if(MM.check_contents_for(/obj/item/weapon/disk/nuclear))
MM << "\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through."
return
var/disky = 0
for (var/atom/O in M.contents) //I'm pretty sure this accounts for the maximum amount of container in container stacking. --NeoFite
if (istype(O, /obj/item/weapon/storage) || istype(O, /obj/item/weapon/gift))
for (var/obj/OO in O.contents)
if (istype(OO, /obj/item/weapon/storage) || istype(OO, /obj/item/weapon/gift))
for (var/obj/OOO in OO.contents)
if (istype(OOO, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(OO, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(O, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(O, /mob/living))
var/mob/living/MM = O
if(MM.check_contents_for(/obj/item/weapon/disk/nuclear))
disky = 1
if (disky)
for(var/mob/P in viewers(M, null))
P.show_message(text("\red <B>The [] bounces off of the portal!</B>", M.name), 1)
return
//Bags of Holding cause bluespace teleportation to go funky. --NeoFite
if (istype(M, /mob/living))
var/mob/living/MM = M
if(MM.check_contents_for(/obj/item/weapon/storage/backpack/holding))
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
precision = rand(1,100)
if (istype(M, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
for (var/atom/O in M.contents) //I'm pretty sure this accounts for the maximum amount of container in container stacking. --NeoFite
if (istype(O, /obj/item/weapon/storage) || istype(O, /obj/item/weapon/gift))
for (var/obj/OO in O.contents)
if (istype(OO, /obj/item/weapon/storage) || istype(OO, /obj/item/weapon/gift))
for (var/obj/OOO in OO.contents)
if (istype(OOO, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(OO, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(O, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(O, /mob/living))
var/mob/living/MM = O
if(MM.check_contents_for(/obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/turf/destturf = get_turf(destination)
var/tx = destturf.x + rand(precision * -1, precision)
var/ty = destturf.y + rand(precision * -1, precision)
var/tmploc
if (ismob(destination.loc)) //If this is an implant.
tmploc = locate(tx, ty, destturf.z)
else
tmploc = locate(tx, ty, destination.z)
if(tx == destturf.x && ty == destturf.y && (istype(destination.loc, /obj/structure/closet) || istype(destination.loc, /obj/structure/closet/secure_closet)))
tmploc = destination.loc
if(tmploc==null)
return
M.loc = tmploc
sleep(2)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, M)
s.start()
return
*/
/obj/machinery/teleport/station/attackby(var/obj/item/weapon/W)
src.attack_hand()
/obj/machinery/teleport/station/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai()
src.attack_hand()
/obj/machinery/teleport/station/attack_hand()
if(engaged)
src.disengage()
else
src.engage()
/obj/machinery/teleport/station/proc/engage()
if(stat & (BROKEN|NOPOWER))
return
var/atom/l = src.loc
var/atom/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com)
com.icon_state = "tele1"
use_power(5000)
for(var/mob/O in hearers(src, null))
O.show_message("\blue Teleporter engaged!", 2)
src.add_fingerprint(usr)
src.engaged = 1
return
/obj/machinery/teleport/station/proc/disengage()
if(stat & (BROKEN|NOPOWER))
return
var/atom/l = src.loc
var/atom/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com)
com.icon_state = "tele0"
for(var/mob/O in hearers(src, null))
O.show_message("\blue Teleporter disengaged!", 2)
src.add_fingerprint(usr)
src.engaged = 0
return
/obj/machinery/teleport/station/verb/testfire()
set name = "Test Fire Teleporter"
set category = "Object"
set src in oview(1)
if(stat & (BROKEN|NOPOWER) || !istype(usr,/mob/living))
return
var/atom/l = src.loc
var/obj/machinery/teleport/hub/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com && !active)
active = 1
for(var/mob/O in hearers(src, null))
O.show_message("\blue Test firing!", 2)
com.teleport()
use_power(5000)
spawn(30)
active=0
src.add_fingerprint(usr)
return
/obj/machinery/teleport/station/power_change()
..()
if(stat & NOPOWER)
icon_state = "controller-p"
var/obj/machinery/teleport/hub/com = locate(/obj/machinery/teleport/hub, locate(x + 1, y, z))
if(com)
com.icon_state = "tele0"
else
icon_state = "controller"
/obj/effect/laser/Bump()
src.range--
return
/obj/effect/laser/Move()
src.range--
return
/atom/proc/laserhit(L as obj)
return 1
/obj/machinery/computer/teleporter
name = "Teleporter"
desc = "Used to control a linked teleportation Hub and Station."
icon_state = "teleport"
circuit = "/obj/item/weapon/circuitboard/teleporter"
var/obj/item/locked = null
var/id = null
/obj/machinery/computer/teleporter/New()
src.id = text("[]", rand(1000, 9999))
..()
return
/obj/machinery/computer/teleporter/attackby(I as obj, user as mob)
if (istype(I, /obj/item/weapon/card/data/))
var/obj/item/weapon/card/data/M = I
if(stat & (NOPOWER|BROKEN) & (M.function != "teleporter"))
src.attack_hand()
var/obj/S = null
for(var/obj/effect/landmark/sloc in world)
if (sloc.name != M.data)
continue
if (locate(/mob) in sloc.loc)
continue
S = sloc
break
if (!S)
S = locate("landmark*[M.data]") // use old stype
if (istype(S, /obj/effect/landmark/) && istype(S.loc, /turf))
usr.loc = S.loc
del(I)
return
else
..()
return
/obj/machinery/computer/teleporter/attack_paw()
src.attack_hand()
/obj/machinery/computer/teleporter/security/attackby(obj/item/weapon/W)
src.attack_hand()
/obj/machinery/computer/teleporter/security/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai()
src.attack_hand()
/obj/machinery/computer/teleporter/attack_hand()
if(stat & (NOPOWER|BROKEN))
return
var/list/L = list()
var/list/areaindex = list()
for(var/obj/item/device/radio/beacon/R in world)
var/turf/T = get_turf(R)
if (!T) continue
if(T.z == 2) continue
var/tmpname = T.loc.name
if(areaindex[tmpname])
tmpname = "[tmpname] ([++areaindex[tmpname]])"
else
areaindex[tmpname] = 1
L[tmpname] = R
for (var/obj/item/weapon/implant/tracking/I in world)
if (!I.implanted || !ismob(I.loc))
continue
else
var/mob/M = I.loc
if (M.stat == 2)
if (M.timeofdeath + 6000 < world.time)
continue
var/turf/T = get_turf(M)
if(T) continue
if(T.z == 2) continue
var/tmpname = M.real_name
if(areaindex[tmpname])
tmpname = "[tmpname] ([++areaindex[tmpname]])"
else
areaindex[tmpname] = 1
L[tmpname] = I
var/desc = input("Please select a location to lock in.", "Locking Computer") in L
src.locked = L[desc]
for(var/mob/O in hearers(src, null))
O.show_message("\blue Locked In", 2)
src.add_fingerprint(usr)
return
/obj/machinery/computer/teleporter/verb/set_id(t as text)
set category = "Object"
set name = "Set teleporter ID"
set src in oview(1)
set desc = "ID Tag:"
if(stat & (NOPOWER|BROKEN) || !istype(usr,/mob/living))
return
if (t)
src.id = t
return
/proc/find_loc(obj/R as obj)
if (!R) return null
var/turf/T = R.loc
while(!istype(T, /turf))
T = T.loc
if(!T || istype(T, /area)) return null
return T
/obj/machinery/teleport/hub/Bumped(M as mob|obj)
spawn()
if (src.icon_state == "tele1")
teleport(M)
use_power(5000)
return
/obj/machinery/teleport/hub/proc/teleport(atom/movable/M as mob|obj)
var/atom/l = src.loc
var/obj/machinery/computer/teleporter/com = locate(/obj/machinery/computer/teleporter, locate(l.x - 2, l.y, l.z))
if (!com)
return
if (!com.locked)
for(var/mob/O in hearers(src, null))
O.show_message("\red Failure: Cannot authenticate locked on coordinates. Please reinstate coordinate matrix.")
return
if (istype(M, /atom/movable))
if(prob(5) && !accurate) //oh dear a problem, put em in deep space
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy - 5), 3), 2)
else
do_teleport(M, com.locked) //dead-on precision
else
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
for(var/mob/B in hearers(src, null))
B.show_message("\blue Test fire completed.")
return
/*
/proc/do_teleport(atom/movable/M as mob|obj, atom/destination, precision)
if(istype(M, /obj/effect))
del(M)
return
if (istype(M, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>The [] bounces off of the portal!</B>", M.name), 1)
return
if (istype(M, /mob/living))
var/mob/living/MM = M
if(MM.check_contents_for(/obj/item/weapon/disk/nuclear))
MM << "\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through."
return
var/disky = 0
for (var/atom/O in M.contents) //I'm pretty sure this accounts for the maximum amount of container in container stacking. --NeoFite
if (istype(O, /obj/item/weapon/storage) || istype(O, /obj/item/weapon/gift))
for (var/obj/OO in O.contents)
if (istype(OO, /obj/item/weapon/storage) || istype(OO, /obj/item/weapon/gift))
for (var/obj/OOO in OO.contents)
if (istype(OOO, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(OO, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(O, /obj/item/weapon/disk/nuclear))
disky = 1
if (istype(O, /mob/living))
var/mob/living/MM = O
if(MM.check_contents_for(/obj/item/weapon/disk/nuclear))
disky = 1
if (disky)
for(var/mob/P in viewers(M, null))
P.show_message(text("\red <B>The [] bounces off of the portal!</B>", M.name), 1)
return
//Bags of Holding cause bluespace teleportation to go funky. --NeoFite
if (istype(M, /mob/living))
var/mob/living/MM = M
if(MM.check_contents_for(/obj/item/weapon/storage/backpack/holding))
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
precision = rand(1,100)
if (istype(M, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
for (var/atom/O in M.contents) //I'm pretty sure this accounts for the maximum amount of container in container stacking. --NeoFite
if (istype(O, /obj/item/weapon/storage) || istype(O, /obj/item/weapon/gift))
for (var/obj/OO in O.contents)
if (istype(OO, /obj/item/weapon/storage) || istype(OO, /obj/item/weapon/gift))
for (var/obj/OOO in OO.contents)
if (istype(OOO, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(OO, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(O, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
if (istype(O, /mob/living))
var/mob/living/MM = O
if(MM.check_contents_for(/obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/turf/destturf = get_turf(destination)
var/tx = destturf.x + rand(precision * -1, precision)
var/ty = destturf.y + rand(precision * -1, precision)
var/tmploc
if (ismob(destination.loc)) //If this is an implant.
tmploc = locate(tx, ty, destturf.z)
else
tmploc = locate(tx, ty, destination.z)
if(tx == destturf.x && ty == destturf.y && (istype(destination.loc, /obj/structure/closet) || istype(destination.loc, /obj/structure/closet/secure_closet)))
tmploc = destination.loc
if(tmploc==null)
return
M.loc = tmploc
sleep(2)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, M)
s.start()
return
*/
/obj/machinery/teleport/station/attackby(var/obj/item/weapon/W)
src.attack_hand()
/obj/machinery/teleport/station/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai()
src.attack_hand()
/obj/machinery/teleport/station/attack_hand()
if(engaged)
src.disengage()
else
src.engage()
/obj/machinery/teleport/station/proc/engage()
if(stat & (BROKEN|NOPOWER))
return
var/atom/l = src.loc
var/atom/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com)
com.icon_state = "tele1"
use_power(5000)
for(var/mob/O in hearers(src, null))
O.show_message("\blue Teleporter engaged!", 2)
src.add_fingerprint(usr)
src.engaged = 1
return
/obj/machinery/teleport/station/proc/disengage()
if(stat & (BROKEN|NOPOWER))
return
var/atom/l = src.loc
var/atom/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com)
com.icon_state = "tele0"
for(var/mob/O in hearers(src, null))
O.show_message("\blue Teleporter disengaged!", 2)
src.add_fingerprint(usr)
src.engaged = 0
return
/obj/machinery/teleport/station/verb/testfire()
set name = "Test Fire Teleporter"
set category = "Object"
set src in oview(1)
if(stat & (BROKEN|NOPOWER) || !istype(usr,/mob/living))
return
var/atom/l = src.loc
var/obj/machinery/teleport/hub/com = locate(/obj/machinery/teleport/hub, locate(l.x + 1, l.y, l.z))
if (com && !active)
active = 1
for(var/mob/O in hearers(src, null))
O.show_message("\blue Test firing!", 2)
com.teleport()
use_power(5000)
spawn(30)
active=0
src.add_fingerprint(usr)
return
/obj/machinery/teleport/station/power_change()
..()
if(stat & NOPOWER)
icon_state = "controller-p"
var/obj/machinery/teleport/hub/com = locate(/obj/machinery/teleport/hub, locate(x + 1, y, z))
if(com)
com.icon_state = "tele0"
else
icon_state = "controller"
/obj/effect/laser/Bump()
src.range--
return
/obj/effect/laser/Move()
src.range--
return
/atom/proc/laserhit(L as obj)
return 1
+74
View File
@@ -105,6 +105,14 @@
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
name = "Diamond Drill"
desc = "This is an upgraded version of the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)"
icon_state = "mecha_diamond_drill"
origin_tech = "materials=4;engineering=3"
construction_cost = list("metal"=10000,"diamond"=6500)
equip_cooldown = 20
force = 15
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher
name = "Extinguisher"
@@ -1543,3 +1551,69 @@
return 1
*/
//This is pretty much just for the death-ripley so that it is harmless
/obj/item/mecha_parts/mecha_equipment/tool/safety_clamp
name = "KILL CLAMP"
icon_state = "mecha_clamp"
equip_cooldown = 15
energy_drain = 0
var/dam_force = 0
var/obj/mecha/working/ripley/cargo_holder
can_attach(obj/mecha/working/ripley/M as obj)
if(..())
if(istype(M))
return 1
return 0
attach(obj/mecha/M as obj)
..()
cargo_holder = M
return
action(atom/target)
if(!action_checks(target)) return
if(!cargo_holder) return
if(istype(target,/obj))
var/obj/O = target
if(!O.anchored)
if(cargo_holder.cargo.len < cargo_holder.cargo_capacity)
chassis.occupant_message("You lift [target] and start to load it into cargo compartment.")
chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
set_ready_state(0)
chassis.use_power(energy_drain)
O.anchored = 1
var/T = chassis.loc
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
chassis.occupant_message("<font color='blue'>[target] succesfully loaded.</font>")
chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
chassis.occupant_message("<font color='red'>You must hold still while handling objects.</font>")
O.anchored = initial(O.anchored)
else
chassis.occupant_message("<font color='red'>Not enough room in cargo compartment.</font>")
else
chassis.occupant_message("<font color='red'>[target] is firmly secured.</font>")
else if(istype(target,/mob/living))
var/mob/living/M = target
if(M.stat>1) return
if(chassis.occupant.a_intent == "hurt")
chassis.occupant_message("\red You obliterate [target] with [src.name], leaving blood and guts everywhere.")
chassis.visible_message("\red [chassis] destroys [target] in an unholy fury.")
if(chassis.occupant.a_intent == "disarm")
chassis.occupant_message("\red You tear [target]'s limbs off with [src.name].")
chassis.visible_message("\red [chassis] rips [target]'s arms off.")
else
step_away(M,chassis)
chassis.occupant_message("You smash into [target], sending them flying.")
chassis.visible_message("[chassis] tosses [target] like a piece of paper.")
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return 1
+10 -1
View File
@@ -94,6 +94,7 @@
/obj/item/mecha_parts/part/honker_right_leg
),
"Exosuit Equipment"=list(
/obj/item/mecha_parts/chassis/firefighter,
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp,
/obj/item/mecha_parts/mecha_equipment/tool/drill,
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher,
@@ -111,9 +112,17 @@
"Misc"=list(/obj/item/mecha_tracking)
)
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/mechfab(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
RefreshParts()
for(var/part_set in part_sets)
convert_part_set(part_set)
files = new /datum/research(src) //Setup the research data holder.
+21 -2
View File
@@ -559,10 +559,29 @@
src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),1)
return
//TODO
/obj/mecha/blob_act()
/*Will fix later -Sieve
/obj/mecha/attack_blob(mob/user as mob)
src.log_message("Attack by blob. Attacker - [user].",1)
if(!prob(src.deflect_chance))
src.take_damage(6)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
playsound(src.loc, 'blobattack.ogg', 50, 1, -1)
user << "\red You smash at the armored suit!"
for (var/mob/V in viewers(src))
if(V.client && !(V.blinded))
V.show_message("\red The [user] smashes against [src.name]'s armor!", 1)
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'blobattack.ogg', 50, 1, -1)
user << "\green Your attack had no effect!"
src.occupant_message("\blue The [user]'s attack is stopped by the armor.")
for (var/mob/V in viewers(src))
if(V.client && !(V.blinded))
V.show_message("\blue The [user] rebounds off the [src.name] armor!", 1)
return
*/
//TODO
/obj/mecha/meteorhit()
return ex_act(rand(1,3))//should do for now
+151 -41
View File
@@ -12,6 +12,9 @@
else if(istype(used_atom, /obj/item/weapon/wrench))
playsound(holder, 'Ratchet.ogg', 50, 1)
else if(istype(used_atom, /obj/item/weapon/screwdriver))
playsound(holder, 'Screwdriver.ogg', 50, 1)
else if(istype(used_atom, /obj/item/weapon/wirecutters))
playsound(holder, 'Wirecutter.ogg', 50, 1)
@@ -22,6 +25,7 @@
return 0
else
C.use(4)
playsound(holder, 'Deconstruct.ogg', 50, 1)
else if(istype(used_atom, /obj/item/stack))
var/obj/item/stack/S = used_atom
if(S.amount < 5)
@@ -41,6 +45,9 @@
else if(istype(used_atom, /obj/item/weapon/wrench))
playsound(holder, 'Ratchet.ogg', 50, 1)
else if(istype(used_atom, /obj/item/weapon/screwdriver))
playsound(holder, 'Screwdriver.ogg', 50, 1)
else if(istype(used_atom, /obj/item/weapon/wirecutters))
playsound(holder, 'Wirecutter.ogg', 50, 1)
@@ -51,6 +58,7 @@
return 0
else
C.use(4)
playsound(holder, 'Deconstruct.ogg', 50, 1)
else if(istype(used_atom, /obj/item/stack))
var/obj/item/stack/S = used_atom
if(S.amount < 5)
@@ -477,11 +485,12 @@
/datum/construction/mecha/firefighter_chassis
steps = list(list("key"=/obj/item/mecha_parts/part/firefighter_torso),//1
list("key"=/obj/item/mecha_parts/part/firefighter_left_arm),//2
list("key"=/obj/item/mecha_parts/part/firefighter_right_arm),//3
list("key"=/obj/item/mecha_parts/part/firefighter_left_leg),//4
list("key"=/obj/item/mecha_parts/part/firefighter_right_leg)//5
steps = list(list("key"=/obj/item/mecha_parts/part/ripley_torso),//1
list("key"=/obj/item/mecha_parts/part/ripley_left_arm),//2
list("key"=/obj/item/mecha_parts/part/ripley_right_arm),//3
list("key"=/obj/item/mecha_parts/part/ripley_left_leg),//4
list("key"=/obj/item/mecha_parts/part/ripley_right_leg),//5
list("key"=/obj/item/clothing/suit/fire)//6
)
custom_action(step, atom/used_atom, mob/user)
@@ -495,7 +504,7 @@
spawn_result()
var/obj/item/mecha_parts/chassis/const_holder = holder
const_holder.construct = new /datum/construction/mecha/firefighter(const_holder)
const_holder.construct = new /datum/construction/reversible/mecha/firefighter(const_holder)
const_holder.density = 1
spawn()
del src
@@ -503,64 +512,165 @@
return
/datum/construction/mecha/firefighter
result = "/obj/mecha/working/firefighter"
steps = list(list("key"=/obj/item/weapon/weldingtool),//1
list("key"=/obj/item/weapon/wrench),//2
list("key"=/obj/item/stack/sheet/plasteel),//3
list("key"=/obj/item/weapon/weldingtool),//4
list("key"=/obj/item/weapon/wrench),//5
list("key"=/obj/item/stack/sheet/metal),//6
list("key"=/obj/item/weapon/screwdriver),//7
list("key"=/obj/item/weapon/circuitboard/mecha/firefighter/peripherals),//8
list("key"=/obj/item/weapon/screwdriver),//9
list("key"=/obj/item/weapon/circuitboard/mecha/ripley/main),//10
list("key"=/obj/item/weapon/wirecutters),//11
list("key"=/obj/item/weapon/cable_coil),//12
list("key"=/obj/item/weapon/screwdriver),//13
list("key"=/obj/item/weapon/wrench)//14
/datum/construction/reversible/mecha/firefighter
result = "/obj/mecha/working/ripley/firefighter"
steps = list(
//1
list("key"=/obj/item/weapon/weldingtool,
"backkey"=/obj/item/weapon/wrench,
"desc"="External armor is wrenched."),
//2
list("key"=/obj/item/weapon/wrench,
"backkey"=/obj/item/weapon/crowbar,
"desc"="External armor is installed."),
//3
list("key"=/obj/item/stack/sheet/plasteel,
"backkey"=/obj/item/weapon/crowbar,
"desc"="External armor is being installed."),
//4
list("key"=/obj/item/stack/sheet/plasteel,
"backkey"=/obj/item/weapon/weldingtool,
"desc"="Internal armor is welded."),
//5
list("key"=/obj/item/weapon/weldingtool,
"backkey"=/obj/item/weapon/wrench,
"desc"="Internal armor is wrenched"),
//6
list("key"=/obj/item/weapon/wrench,
"backkey"=/obj/item/weapon/crowbar,
"desc"="Internal armor is installed"),
//7
list("key"=/obj/item/stack/sheet/plasteel,
"backkey"=/obj/item/weapon/screwdriver,
"desc"="Peripherals control module is secured"),
//8
list("key"=/obj/item/weapon/screwdriver,
"backkey"=/obj/item/weapon/crowbar,
"desc"="Peripherals control module is installed"),
//9
list("key"=/obj/item/weapon/circuitboard/mecha/ripley/peripherals,
"backkey"=/obj/item/weapon/screwdriver,
"desc"="Central control module is secured"),
//10
list("key"=/obj/item/weapon/screwdriver,
"backkey"=/obj/item/weapon/crowbar,
"desc"="Central control module is installed"),
//11
list("key"=/obj/item/weapon/circuitboard/mecha/ripley/main,
"backkey"=/obj/item/weapon/screwdriver,
"desc"="The wiring is adjusted"),
//12
list("key"=/obj/item/weapon/wirecutters,
"backkey"=/obj/item/weapon/screwdriver,
"desc"="The wiring is added"),
//13
list("key"=/obj/item/weapon/cable_coil,
"backkey"=/obj/item/weapon/screwdriver,
"desc"="The hydraulic systems are active."),
//14
list("key"=/obj/item/weapon/screwdriver,
"backkey"=/obj/item/weapon/wrench,
"desc"="The hydraulic systems are connected."),
//15
list("key"=/obj/item/weapon/wrench,
"desc"="The hydraulic systems are disconnected.")
)
action(atom/used_atom,mob/user as mob)
return check_step(used_atom,user)
custom_action(step, atom/used_atom, mob/user)
custom_action(index, diff, atom/used_atom, mob/user)
if(!..())
return 0
//TODO: better messages.
switch(step)
if(14)
switch(index)
if(15)
user.visible_message("[user] connects [holder] hydraulic systems", "You connect [holder] hydraulic systems.")
if(14)
if(diff==FORWARD)
user.visible_message("[user] activates [holder] hydraulic systems.", "You activate [holder] hydraulic systems.")
else
user.visible_message("[user] disconnects [holder] hydraulic systems", "You disconnect [holder] hydraulic systems.")
if(13)
user.visible_message("[user] adjusts [holder] hydraulic systems.", "You adjust [holder] hydraulic systems.")
if(diff==FORWARD)
user.visible_message("[user] adds the wiring to [holder].", "You add the wiring to [holder].")
else
user.visible_message("[user] deactivates [holder] hydraulic systems.", "You deactivate [holder] hydraulic systems.")
if(12)
user.visible_message("[user] adds the wiring to [holder].", "You add the wiring to [holder].")
if(diff==FORWARD)
user.visible_message("[user] adjusts the wiring of [holder].", "You adjust the wiring of [holder].")
else
user.visible_message("[user] removes the wiring from [holder].", "You remove the wiring from [holder].")
var/obj/item/weapon/cable_coil/coil = new /obj/item/weapon/cable_coil(get_turf(holder))
coil.amount = 4
if(11)
user.visible_message("[user] adjusts the wiring of [holder].", "You adjust the wiring of [holder].")
if(diff==FORWARD)
user.visible_message("[user] installs the central control module into [holder].", "You install the central computer mainboard into [holder].")
del used_atom
else
user.visible_message("[user] disconnects the wiring of [holder].", "You disconnect the wiring of [holder].")
if(10)
user.visible_message("[user] installs the central control module into [holder].", "You install the central computer mainboard into [holder].")
del used_atom
if(diff==FORWARD)
user.visible_message("[user] secures the mainboard.", "You secure the mainboard.")
else
user.visible_message("[user] removes the central control module from [holder].", "You remove the central computer mainboard from [holder].")
new /obj/item/weapon/circuitboard/mecha/ripley/main(get_turf(holder))
if(9)
user.visible_message("[user] secures the mainboard.", "You secure the mainboard.")
if(diff==FORWARD)
user.visible_message("[user] installs the peripherals control module into [holder].", "You install the peripherals control module into [holder].")
del used_atom
else
user.visible_message("[user] unfastens the mainboard.", "You unfasten the mainboard.")
if(8)
user.visible_message("[user] installs the peripherals control module into [holder].", "You install the peripherals control module into [holder].")
del used_atom
if(diff==FORWARD)
user.visible_message("[user] secures the peripherals control module.", "You secure the peripherals control module.")
else
user.visible_message("[user] removes the peripherals control module from [holder].", "You remove the peripherals control module from [holder].")
new /obj/item/weapon/circuitboard/mecha/ripley/peripherals(get_turf(holder))
if(7)
user.visible_message("[user] secures the peripherals control module.", "You secure the peripherals control module.")
if(diff==FORWARD)
user.visible_message("[user] installs internal armor layer to [holder].", "You install internal armor layer to [holder].")
else
user.visible_message("[user] unfastens the peripherals control module.", "You unfasten the peripherals control module.")
if(6)
user.visible_message("[user] installs internal armor layer to [holder].", "You install internal armor layer to [holder].")
if(diff==FORWARD)
user.visible_message("[user] secures internal armor layer.", "You secure internal armor layer.")
else
user.visible_message("[user] pries internal armor layer from [holder].", "You prie internal armor layer from [holder].")
var/obj/item/stack/sheet/plasteel/MS = new /obj/item/stack/sheet/plasteel(get_turf(holder))
MS.amount = 5
if(5)
user.visible_message("[user] secures internal armor layer.", "You secure internal armor layer.")
if(diff==FORWARD)
user.visible_message("[user] welds internal armor layer to [holder].", "You weld the internal armor layer to [holder].")
else
user.visible_message("[user] unfastens the internal armor layer.", "You unfasten the internal armor layer.")
if(4)
user.visible_message("[user] welds internal armor layer to [holder].", "You weld the internal armor layer to [holder].")
if(diff==FORWARD)
user.visible_message("[user] starts to install the external armor layer to [holder].", "You start to install the external armor layer to [holder].")
else
user.visible_message("[user] cuts internal armor layer from [holder].", "You cut the internal armor layer from [holder].")
if(3)
user.visible_message("[user] installs external reinforced armor layer to [holder].", "You install external reinforced armor layer to [holder].")
if(diff==FORWARD)
user.visible_message("[user] installs external reinforced armor layer to [holder].", "You install external reinforced armor layer to [holder].")
else
user.visible_message("[user] removes the external armor from [holder].", "You remove the external armor from [holder].")
var/obj/item/stack/sheet/plasteel/MS = new /obj/item/stack/sheet/plasteel(get_turf(holder))
MS.amount = 5
if(2)
user.visible_message("[user] secures external armor layer.", "You secure external reinforced armor layer.")
if(diff==FORWARD)
user.visible_message("[user] secures external armor layer.", "You secure external reinforced armor layer.")
else
user.visible_message("[user] pries external armor layer from [holder].", "You prie external armor layer from [holder].")
var/obj/item/stack/sheet/plasteel/MS = new /obj/item/stack/sheet/plasteel(get_turf(holder))
MS.amount = 5
if(1)
user.visible_message("[user] welds external armor layer to [holder].", "You weld external armor layer to [holder].")
if(diff==FORWARD)
user.visible_message("[user] welds external armor layer to [holder].", "You weld external armor layer to [holder].")
else
user.visible_message("[user] unfastens the external armor layer.", "You unfasten the external armor layer.")
return 1
+3 -7
View File
@@ -205,12 +205,12 @@
////////// Firefighter
/obj/item/mecha_parts/chassis/firefighter
name = "Ripley-on-Fire Chassis"
name = "Firefighter Chassis"
New()
..()
construct = new /datum/construction/mecha/firefighter_chassis(src)
/*
/obj/item/mecha_parts/part/firefighter_torso
name="Ripley-on-Fire Torso"
icon_state = "ripley_harness"
@@ -230,7 +230,7 @@
/obj/item/mecha_parts/part/firefighter_right_leg
name="Ripley-on-Fire Right Leg"
icon_state = "ripley_r_leg"
*/
////////// HONK
@@ -452,10 +452,6 @@
name = "Circuit board (Durand Central Control module)"
icon_state = "mainboard"
firefighter/peripherals
name = "Circuit board (Ripley-on-Fire Peripherals Control module)"
icon_state = "mcontroller"
honker
origin_tech = "programming=4"
+23
View File
@@ -126,6 +126,29 @@
parts -= part
return
/obj/effect/decal/mecha_wreckage/ripley
name = "Firefighter wreckage"
icon_state = "firefighter-broken"
New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg,
/obj/item/clothing/suit/fire)
for(var/i=0;i<2;i++)
if(!isemptylist(parts) && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
return
/obj/effect/decal/mecha_wreckage/deathripley
name = "Death-Ripley wreckage"
icon_state = "deathripley-broken"
/obj/effect/decal/mecha_wreckage/honker
name = "Honker wreckage"
icon_state = "honker-broken"
+4 -4
View File
@@ -1,4 +1,4 @@
/obj/mecha/working/firefighter
/*/obj/mecha/working/firefighter
desc = "Standart APLU chassis was refitted with additional thermal protection and cistern."
name = "Ripley-on-Fire"
icon_state = "ripley"
@@ -9,17 +9,17 @@
wreckage = /obj/effect/decal/mecha_wreckage/ripley
infra_luminosity = 5
/*
/obj/mecha/working/firefighter/New()
..()
// tools += new /datum/mecha_tool/uni_interface(src)
tools += new /datum/mecha_tool/extinguisher(src)
tools += new /datum/mecha_tool/drill(src)
/*
for(var/g_type in typesof(/datum/mecha_tool/gimmick))
if(g_type!=/datum/mecha_tool/gimmick)
tools += new g_type(src)
*/
selected_tool = tools[1]
return
*/
+24
View File
@@ -15,6 +15,30 @@
return
*/
/obj/mecha/working/ripley/firefighter
desc = "Standart APLU chassis was refitted with additional thermal protection and cistern."
name = "APLU \"Firefighter\""
icon_state = "firefighter"
max_temperature = 2500
health = 250
lights_power = 8
list/damage_absorption = list("fire"=0.5,"bullet"=0.8,"bomb"=0.5)
/obj/mecha/working/ripley/deathripley
desc = "OH SHIT IT'S THE DEATHSQUAD WE'RE ALL GONNA DIE"
name = "DEATH-RIPLEY"
icon_state = "deathripley"
step_in = 2
opacity=0
lights_power = 60
step_energy_drain = 0
/obj/mecha/working/ripley/deathripley/New()
..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/tool/safety_clamp
ME.attach(src)
return
/obj/mecha/working/ripley/Exit(atom/movable/O)
if(O in cargo)
return 0
+6
View File
@@ -20,6 +20,9 @@
for(var/obj/item/I in src)
I.loc = src.loc
for(var/obj/mecha/working/ripley/deathripley/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if(M.client)
@@ -54,6 +57,9 @@
if(!I.anchored)
I.loc = src
for(var/obj/mecha/working/ripley/deathripley/I in src.loc)
I.loc = src
for(var/mob/M in src.loc)
if(istype (M, /mob/dead/observer))
continue
+20
View File
@@ -0,0 +1,20 @@
/obj/structure/closet/secure_closet/cargotech
name = "Cargo Technician's Locker"
req_access = list(access_cargo)
//icon_state = "secureeng1"
//icon_closed = "secureeng"
//icon_locked = "secureeng1"
//icon_opened = "toolclosetopen"
//icon_broken = "secureengbroken"
//icon_off = "secureengoff"
//Needs proper sprites
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/gloves/black(src)
return
+1 -1
View File
@@ -745,7 +745,7 @@
if(istype(C, /mob/living/carbon/human))
var/mob/living/carbon/human/H = C
var/list/damaged = H.get_damaged_organs(1,1)
user.show_message("\blue Localized Damage, Brute-Burn:",1)
user.show_message("\blue Localized Damage, Brute/Burn:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
+1 -1
View File
@@ -208,7 +208,7 @@ MASS SPECTROMETER
if(mode == 1 && istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/list/damaged = H.get_damaged_organs(1,1)
user.show_message("\blue Localized Damage, Brute\\Burn:",1)
user.show_message("\blue Localized Damage, Brute/Burn:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
+266 -266
View File
@@ -1,267 +1,267 @@
/obj/item/blueprints
var/const/AREA_ERRNONE = 0
var/const/AREA_STATION = 1
var/const/AREA_SPACE = 2
var/const/AREA_SPECIAL = 3
var/const/BORDER_ERROR = 0
var/const/BORDER_NONE = 1
var/const/BORDER_BETWEEN = 2
var/const/BORDER_2NDTILE = 3
var/const/BORDER_SPACE = 4
var/const/ROOM_ERR_LOLWAT = 0
var/const/ROOM_ERR_SPACE = -1
var/const/ROOM_ERR_TOOLARGE = -2
/obj/item/blueprints/attack_self(mob/M as mob)
if (!istype(M,/mob/living/carbon/human))
M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
return
interact()
return
/obj/item/blueprints/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (!href_list["action"])
return
switch(href_list["action"])
if ("create_area")
if (get_area_type()!=AREA_SPACE)
interact()
return
create_area()
if ("edit_area")
if (get_area_type()!=AREA_STATION)
interact()
return
edit_area()
/obj/item/blueprints/proc/interact()
var/area/A = get_area()
var/text = {"<HTML><head><title>[src]</title></head><BODY>
<h2>[station_name()] blueprints</h2>
<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
"}
switch (get_area_type())
if (AREA_SPACE)
text += {"
<p>According this blueprints you are in <b>open space</b> now.</p>
<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
"}
if (AREA_STATION)
text += {"
<p>According this blueprints you are in <b>[A.name]</b> now.</p>
<p>You may <a href='?src=\ref[src];action=edit_area'>
move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place doesn't noted on this blueprints.</p>
"}
else
return
text += "</BODY></HTML>"
usr << browse(text, "window=blueprints")
onclose(usr, "blueprints")
/obj/item/blueprints/proc/get_area()
var/turf/T = get_turf_loc(usr)
var/area/A = T.loc
A = A.master
return A
/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
if (A.name == "Space")
return AREA_SPACE
var/list/SPECIALS = list(
/area/shuttle,
/area/admin,
/area/arrival,
/area/centcom,
/area/asteroid,
/area/tdome,
/area/syndicate_station,
/area/wizard_station,
/area/prison
// /area/derelict //commented out, all hail derelict-rebuilders!
)
for (var/type in SPECIALS)
if ( istype(A,type) )
return AREA_SPECIAL
return AREA_STATION
/obj/item/blueprints/proc/create_area()
//world << "DEBUG: create_area"
var/res = detect_room(get_turf_loc(usr))
if(!istype(res,/list))
switch(res)
if(ROOM_ERR_SPACE)
usr << "\red New area must be complete airtight!"
return
if(ROOM_ERR_TOOLARGE)
usr << "\red New area too large!"
return
else
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing")))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
var/area/A = new
A.name = str
A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
A.power_equip = 0
A.power_light = 0
A.power_environ = 0
move_turfs_to_area(turfs, A)
spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
interact()
return
/obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A)
A.contents.Add(turfs)
//oldarea.contents.Remove(usr.loc) // not needed
//T.loc = A //error: cannot change constant value
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing",prevname)))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
usr << "\blue You set the area '[prevname]' title to '[str]'."
interact()
return
/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
if (!oldtitle) // or dd_replacetext goes to infinite loop
return
for(var/area/RA in A.related)
for(var/obj/machinery/alarm/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
if (istype(T2, /turf/space))
return BORDER_SPACE //omg hull breach we all going to die here
if (istype(T2, /turf/simulated/shuttle))
return BORDER_SPACE
if (get_area_type(T2.loc)!=AREA_SPACE)
return BORDER_BETWEEN
if (istype(T2, /turf/simulated/wall))
return BORDER_2NDTILE
if (!istype(T2, /turf/simulated))
return BORDER_BETWEEN
for (var/obj/structure/window/W in T2)
if(turn(dir,180) == W.dir)
return BORDER_BETWEEN
if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))
return BORDER_2NDTILE
for(var/obj/machinery/door/window/D in T2)
if(turn(dir,180) == D.dir)
return BORDER_BETWEEN
if (locate(/obj/machinery/door) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
/obj/item/blueprints/proc/detect_room(var/turf/first)
var/list/turf/found = new
var/list/turf/pending = list(first)
while(pending.len)
if (found.len+pending.len > 300)
return ROOM_ERR_TOOLARGE
var/turf/T = pending[1] //why byond havent list::pop()?
pending -= T
for (var/dir in cardinal)
var/skip = 0
for (var/obj/structure/window/W in T)
if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)))
skip = 1; break
if (skip) continue
for(var/obj/machinery/door/window/D in T)
if(dir == D.dir)
skip = 1; break
if (skip) continue
var/turf/NT = get_step(T,dir)
if (!isturf(NT) || (NT in found) || (NT in pending))
continue
switch(check_tile_is_border(NT,dir))
if(BORDER_NONE)
pending+=NT
if(BORDER_BETWEEN)
//do nothing, may be later i'll add 'rejected' list as optimization
if(BORDER_2NDTILE)
found+=NT //tile included to new area, but we dont seek more
if(BORDER_SPACE)
return ROOM_ERR_SPACE
found+=T
return found
/*
/proc/check_apc(var/area/A)
for(var/area/RA in A.related)
for(var/obj/machinery/power/apc/FINDME in RA)
return 1
return 0
/proc/fuckingfreemachinery()
for(var/obj/machinery/machine in machines)
if (istype(machine,/obj/machinery/power/solar))
continue
var/area/A = machine.loc.loc // make sure it's in an area
if (istype(A,/area/tdome))
continue
if (istype(A,/area/shuttle))
continue
if(!A || !isarea(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) hasnt area!"
continue
A = A.master
if (A.name=="Space")
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work in space!"
continue
if (!check_apc(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work without APC!"
world << "\red END ====="
/obj/item/blueprints
var/const/AREA_ERRNONE = 0
var/const/AREA_STATION = 1
var/const/AREA_SPACE = 2
var/const/AREA_SPECIAL = 3
var/const/BORDER_ERROR = 0
var/const/BORDER_NONE = 1
var/const/BORDER_BETWEEN = 2
var/const/BORDER_2NDTILE = 3
var/const/BORDER_SPACE = 4
var/const/ROOM_ERR_LOLWAT = 0
var/const/ROOM_ERR_SPACE = -1
var/const/ROOM_ERR_TOOLARGE = -2
/obj/item/blueprints/attack_self(mob/M as mob)
if (!istype(M,/mob/living/carbon/human))
M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
return
interact()
return
/obj/item/blueprints/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (!href_list["action"])
return
switch(href_list["action"])
if ("create_area")
if (get_area_type()!=AREA_SPACE)
interact()
return
create_area()
if ("edit_area")
if (get_area_type()!=AREA_STATION)
interact()
return
edit_area()
/obj/item/blueprints/proc/interact()
var/area/A = get_area()
var/text = {"<HTML><head><title>[src]</title></head><BODY>
<h2>[station_name()] blueprints</h2>
<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
"}
switch (get_area_type())
if (AREA_SPACE)
text += {"
<p>According this blueprints you are in <b>open space</b> now.</p>
<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
"}
if (AREA_STATION)
text += {"
<p>According this blueprints you are in <b>[A.name]</b> now.</p>
<p>You may <a href='?src=\ref[src];action=edit_area'>
move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place doesn't noted on this blueprints.</p>
"}
else
return
text += "</BODY></HTML>"
usr << browse(text, "window=blueprints")
onclose(usr, "blueprints")
/obj/item/blueprints/proc/get_area()
var/turf/T = get_turf_loc(usr)
var/area/A = T.loc
A = A.master
return A
/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
if (A.name == "Space")
return AREA_SPACE
var/list/SPECIALS = list(
/area/shuttle,
/area/admin,
/area/arrival,
/area/centcom,
/area/asteroid,
/area/tdome,
/area/syndicate_station,
/area/wizard_station,
/area/prison
// /area/derelict //commented out, all hail derelict-rebuilders!
)
for (var/type in SPECIALS)
if ( istype(A,type) )
return AREA_SPECIAL
return AREA_STATION
/obj/item/blueprints/proc/create_area()
//world << "DEBUG: create_area"
var/res = detect_room(get_turf_loc(usr))
if(!istype(res,/list))
switch(res)
if(ROOM_ERR_SPACE)
usr << "\red New area must be complete airtight!"
return
if(ROOM_ERR_TOOLARGE)
usr << "\red New area too large!"
return
else
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing")))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
var/area/A = new
A.name = str
A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
A.power_equip = 0
A.power_light = 0
A.power_environ = 0
move_turfs_to_area(turfs, A)
spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
interact()
return
/obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A)
A.contents.Add(turfs)
//oldarea.contents.Remove(usr.loc) // not needed
//T.loc = A //error: cannot change constant value
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing",prevname)))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
usr << "\blue You set the area '[prevname]' title to '[str]'."
interact()
return
/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
if (!oldtitle) // or dd_replacetext goes to infinite loop
return
for(var/area/RA in A.related)
for(var/obj/machinery/alarm/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in RA)
M.name = dd_replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
if (istype(T2, /turf/space))
return BORDER_SPACE //omg hull breach we all going to die here
if (istype(T2, /turf/simulated/shuttle))
return BORDER_SPACE
if (get_area_type(T2.loc)!=AREA_SPACE)
return BORDER_BETWEEN
if (istype(T2, /turf/simulated/wall))
return BORDER_2NDTILE
if (!istype(T2, /turf/simulated))
return BORDER_BETWEEN
for (var/obj/structure/window/W in T2)
if(turn(dir,180) == W.dir)
return BORDER_BETWEEN
if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))
return BORDER_2NDTILE
for(var/obj/machinery/door/window/D in T2)
if(turn(dir,180) == D.dir)
return BORDER_BETWEEN
if (locate(/obj/machinery/door) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
/obj/item/blueprints/proc/detect_room(var/turf/first)
var/list/turf/found = new
var/list/turf/pending = list(first)
while(pending.len)
if (found.len+pending.len > 300)
return ROOM_ERR_TOOLARGE
var/turf/T = pending[1] //why byond havent list::pop()?
pending -= T
for (var/dir in cardinal)
var/skip = 0
for (var/obj/structure/window/W in T)
if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)))
skip = 1; break
if (skip) continue
for(var/obj/machinery/door/window/D in T)
if(dir == D.dir)
skip = 1; break
if (skip) continue
var/turf/NT = get_step(T,dir)
if (!isturf(NT) || (NT in found) || (NT in pending))
continue
switch(check_tile_is_border(NT,dir))
if(BORDER_NONE)
pending+=NT
if(BORDER_BETWEEN)
//do nothing, may be later i'll add 'rejected' list as optimization
if(BORDER_2NDTILE)
found+=NT //tile included to new area, but we dont seek more
if(BORDER_SPACE)
return ROOM_ERR_SPACE
found+=T
return found
/*
/proc/check_apc(var/area/A)
for(var/area/RA in A.related)
for(var/obj/machinery/power/apc/FINDME in RA)
return 1
return 0
/proc/fuckingfreemachinery()
for(var/obj/machinery/machine in machines)
if (istype(machine,/obj/machinery/power/solar))
continue
var/area/A = machine.loc.loc // make sure it's in an area
if (istype(A,/area/tdome))
continue
if (istype(A,/area/shuttle))
continue
if(!A || !isarea(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) hasnt area!"
continue
A = A.master
if (A.name=="Space")
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work in space!"
continue
if (!check_apc(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work without APC!"
world << "\red END ====="
*/
@@ -307,6 +307,14 @@
<li>Install the external reinforced armor plating (Not included due to Nanotrasen regulations. Can be made using 5 reinforced metal sheets.)</li>
<li>Secure the external reinforced armor plating with a wrench</li>
<li>Weld the external reinforced armor plating to the chassis</li>
<li></li>
<li>Additional Information:</li>
<li>The firefighting variation is made in a similar fashion.</li>
<li>A firesuit must be connected to the Firefighter chassis for heat shielding.</li>
<li>Internal armor is plasteel for additional strength.</li>
<li>External armor must be installed in 2 parts, totaling 10 sheets.</li>
<li>Completed mech is more resiliant against fire, and is a bit more durable overall</li>
<li>Nanotrasen is determined to the safety of its <s>investments</s> employees.</li>
</ol>
</body>
</html>
+1 -1
View File
@@ -6,7 +6,7 @@
icon_state = "plantbag"
name = "Plant Bag"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 10; //the number of plant pieces it can carry.
var/capacity = 50; //the number of plant pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
+136 -136
View File
@@ -1,137 +1,137 @@
/obj/effect/new_year_tree
name = "The fir"
desc = "This is a fir. Real fir on dammit spess station. You smell pine-needles."
icon = '160x160.dmi'
icon_state = "new-year-tree"
anchored = 1
opacity = 1
density = 1
layer = 5
pixel_x = -64
//pixel_y = -64
/obj/effect/new_year_tree/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/weapon/grab))
return
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
var/const/bottom_right_x = 115.0
var/const/bottom_right_y = 150.0
var/const/top_left_x = 15.0
var/const/top_left_y = 15.0
var/const/bottom_med_x = top_left_x+(bottom_right_x-top_left_x)/2
var/x = rand(top_left_x,bottom_med_x) //point in half of circumscribing rectangle
var/y = rand(top_left_y,bottom_right_y)
/*
y1=a*x1+b
y2=a*x2+b b = y2-a*x2
y1=a*x1+ y2-a*x2
a*(x1-x2)+y2-y1=0
a = (y1-y2)/(x1-x2)
*/
var/a = (top_left_y-bottom_right_y)/(top_left_x-bottom_med_x)
var/b = bottom_right_y-a*bottom_med_x
if (a*x+b < y) //if point is above diagonal top_left -> bottom_median
x = bottom_med_x + x - top_left_x
y = bottom_right_y - y + top_left_y
var/image/I = image(W.icon, W, icon_state = W.icon_state)
I.pixel_x = x
I.pixel_y = y
overlays += I
/obj/item/weapon/firbang
desc = "It is set to detonate in 10 seconds."
name = "firbang"
icon = 'grenade.dmi'
icon_state = "flashbang"
var/state = null
var/det_time = 100.0
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (user.equipped() == src)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red Huh? How does this thing work?!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return
else if (!( src.state ))
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( src.det_time )
prime()
return
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
src.add_fingerprint(user)
return
/obj/item/weapon/firbang/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/firbang/attack_hand()
walk(src, null, null)
..()
return
/obj/item/weapon/firbang/proc/prime()
playsound(src.loc, 'bang.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/new_year_tree(T)
del(src)
return
/obj/item/weapon/firbang/attack_self(mob/user as mob)
if (!src.state)
if (user.mutations & CLUMSY)
user << "\red Huh? How does this thing work?!"
spawn( 5 )
prime()
return
else
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
/*
/datum/supply_packs/new_year
name = "New Year Celebration Equipment"
contains = list("/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper")
cost = 20
containertype = "/obj/structure/closet/crate"
containername = "New Year Celebration crate"
/obj/effect/new_year_tree
name = "The fir"
desc = "This is a fir. Real fir on dammit spess station. You smell pine-needles."
icon = '160x160.dmi'
icon_state = "new-year-tree"
anchored = 1
opacity = 1
density = 1
layer = 5
pixel_x = -64
//pixel_y = -64
/obj/effect/new_year_tree/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/weapon/grab))
return
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
var/const/bottom_right_x = 115.0
var/const/bottom_right_y = 150.0
var/const/top_left_x = 15.0
var/const/top_left_y = 15.0
var/const/bottom_med_x = top_left_x+(bottom_right_x-top_left_x)/2
var/x = rand(top_left_x,bottom_med_x) //point in half of circumscribing rectangle
var/y = rand(top_left_y,bottom_right_y)
/*
y1=a*x1+b
y2=a*x2+b b = y2-a*x2
y1=a*x1+ y2-a*x2
a*(x1-x2)+y2-y1=0
a = (y1-y2)/(x1-x2)
*/
var/a = (top_left_y-bottom_right_y)/(top_left_x-bottom_med_x)
var/b = bottom_right_y-a*bottom_med_x
if (a*x+b < y) //if point is above diagonal top_left -> bottom_median
x = bottom_med_x + x - top_left_x
y = bottom_right_y - y + top_left_y
var/image/I = image(W.icon, W, icon_state = W.icon_state)
I.pixel_x = x
I.pixel_y = y
overlays += I
/obj/item/weapon/firbang
desc = "It is set to detonate in 10 seconds."
name = "firbang"
icon = 'grenade.dmi'
icon_state = "flashbang"
var/state = null
var/det_time = 100.0
w_class = 2.0
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (user.equipped() == src)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red Huh? How does this thing work?!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( 5 )
prime()
return
else if (!( src.state ))
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn( src.det_time )
prime()
return
user.dir = get_dir(user, target)
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
src.add_fingerprint(user)
return
/obj/item/weapon/firbang/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/firbang/attack_hand()
walk(src, null, null)
..()
return
/obj/item/weapon/firbang/proc/prime()
playsound(src.loc, 'bang.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/new_year_tree(T)
del(src)
return
/obj/item/weapon/firbang/attack_self(mob/user as mob)
if (!src.state)
if (user.mutations & CLUMSY)
user << "\red Huh? How does this thing work?!"
spawn( 5 )
prime()
return
else
user << "\red You prime the [src]! [det_time/10] seconds!"
src.state = 1
src.icon_state = "flashbang1"
add_fingerprint(user)
spawn( src.det_time )
prime()
return
return
/*
/datum/supply_packs/new_year
name = "New Year Celebration Equipment"
contains = list("/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/firbang",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper",
"/obj/item/weapon/wrapping_paper")
cost = 20
containertype = "/obj/structure/closet/crate"
containername = "New Year Celebration crate"
*/
+218 -218
View File
@@ -1,218 +1,218 @@
/*
Base object for stackable items.
Stackable items are:
metal
rmetal
glass
rglass
wood planks
floor tiles
metal rods
*/
/obj/item/stack/New(var/loc, var/amount=null)
..()
if (amount)
src.amount=amount
return
/obj/item/stack/examine()
set src in view(1)
..()
usr << text("There are [] []\s left on the stack.", src.amount, src.singular_name)
return
/obj/item/stack/proc/use(var/amount)
src.amount-=amount
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
usr.before_take_item(oldsrc)
del(oldsrc)
return
/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
var/obj/item/stack/oldsrc = src
src = null
for (var/obj/item/stack/item in usr.loc)
if (item==oldsrc)
continue
if (!istype(item, oldsrc.type))
continue
if (item.amount>=item.max_amount)
continue
oldsrc.attackby(item, usr)
usr << "You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."
if(!oldsrc)
break
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, amount=1)
F.copy_evidences(src)
user.put_in_hand(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
use(1)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else
..()
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, src.type))
var/obj/item/stack/S = W
if (S.amount >= max_amount)
return 1
var/to_transfer as num
if (user.get_inactive_hand()==src)
to_transfer = 1
else
to_transfer = min(src.amount, S.max_amount-S.amount)
S.amount+=to_transfer
if (S && usr.machine==S)
spawn(0) S.interact(usr)
src.use(to_transfer)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else return ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
src.blood_DNA = from.blood_DNA
src.blood_type = from.blood_type
src.fingerprints = from.fingerprints
src.fingerprintshidden = from.fingerprintshidden
src.fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/datum/stack_recipe
var/title = "ERROR"
var/result_type
var/req_amount = 1
var/res_amount = 1
var/max_res_amount = 1
var/time = 0
var/one_per_turf = 0
var/on_floor = 0
New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
src.title = title
src.result_type = result_type
src.req_amount = req_amount
src.res_amount = res_amount
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
/obj/item/stack
var/list/datum/stack_recipe/recipes
origin_tech = "materials=1"
/obj/item/stack/attack_self(mob/user as mob)
interact(user)
/obj/item/stack/proc/interact(mob/user as mob)
if (!recipes)
return
if (!src || amount<=0)
user << browse(null, "window=stack")
user.machine = src //for correct work of onclose
var/t1 = text("<HTML><HEAD><title>Constructions from []</title></HEAD><body><TT>Amount Left: []<br>", src, src.amount)
for(var/i=1;i<=recipes.len,i++)
var/datum/stack_recipe/R = recipes[i]
if (isnull(R))
t1 += "<hr>"
continue
if (i>1 && !isnull(recipes[i-1]))
t1+="<br>"
var/max_multiplier = round(src.amount / R.req_amount)
var/title as text
var/can_build = 1
can_build = can_build && (max_multiplier>0)
/*
if (R.one_per_turf)
can_build = can_build && !(locate(R.result_type) in usr.loc)
if (R.on_floor)
can_build = can_build && istype(usr.loc, /turf/simulated/floor)
*/
if (R.res_amount>1)
title+= "[R.res_amount]x [R.title]\s"
else
title+= "[R.title]"
title+= " ([R.req_amount] [src.singular_name]\s)"
if (can_build)
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, i, title)
else
t1 += text("[]", title)
continue
if (R.max_res_amount>1 && max_multiplier>1)
max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
t1 += " |"
var/list/multipliers = list(5,10,25)
for (var/n in multipliers)
if (max_multiplier>=n)
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
if (!(max_multiplier in multipliers))
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
t1 += "</TT></body></HTML>"
user << browse(t1, "window=stack")
onclose(user, "stack")
return
/obj/item/stack/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (href_list["make"])
if (src.amount < 1) del(src) //Never should happen
var/datum/stack_recipe/R = recipes[text2num(href_list["make"])]
var/multiplier = text2num(href_list["multiplier"])
if (!multiplier) multiplier = 1
if (src.amount < R.req_amount*multiplier)
if (R.req_amount*multiplier>1)
usr << "\red You haven't got enough [src] to build \the [R.req_amount*multiplier] [R.title]\s!"
else
usr << "\red You haven't got enough [src] to build \the [R.title]!"
return
if (R.one_per_turf && (locate(R.result_type) in usr.loc))
usr << "\red There is another [R.title] here!"
return
if (R.on_floor && !istype(usr.loc, /turf/simulated/floor))
usr << "\red \The [R.title] must be constructed on the floor!"
return
if (R.time)
usr << "\blue Building [R.title] ..."
if (!do_after(usr, R.time))
return
if (src.amount < R.req_amount*multiplier)
return
var/atom/O = new R.result_type( usr.loc )
O.dir = usr.dir
if (R.max_res_amount>1)
var/obj/item/stack/new_item = O
new_item.amount = R.res_amount*multiplier
//new_item.add_to_stacks(usr)
src.amount-=R.req_amount*multiplier
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
usr.before_take_item(oldsrc)
del(oldsrc)
if (istype(O,/obj/item))
usr.put_in_hand(O)
O.add_fingerprint(usr)
if (src && usr.machine==src) //do not reopen closed window
spawn( 0 )
src.interact(usr)
return
return
/obj/item/stack/Del()
if (src && usr && usr.machine==src)
usr << browse(null, "window=stack")
..()
/*
Base object for stackable items.
Stackable items are:
metal
rmetal
glass
rglass
wood planks
floor tiles
metal rods
*/
/obj/item/stack/New(var/loc, var/amount=null)
..()
if (amount)
src.amount=amount
return
/obj/item/stack/examine()
set src in view(1)
..()
usr << text("There are [] []\s left on the stack.", src.amount, src.singular_name)
return
/obj/item/stack/proc/use(var/amount)
src.amount-=amount
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
usr.before_take_item(oldsrc)
del(oldsrc)
return
/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
var/obj/item/stack/oldsrc = src
src = null
for (var/obj/item/stack/item in usr.loc)
if (item==oldsrc)
continue
if (!istype(item, oldsrc.type))
continue
if (item.amount>=item.max_amount)
continue
oldsrc.attackby(item, usr)
usr << "You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."
if(!oldsrc)
break
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, amount=1)
F.copy_evidences(src)
user.put_in_hand(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
use(1)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else
..()
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, src.type))
var/obj/item/stack/S = W
if (S.amount >= max_amount)
return 1
var/to_transfer as num
if (user.get_inactive_hand()==src)
to_transfer = 1
else
to_transfer = min(src.amount, S.max_amount-S.amount)
S.amount+=to_transfer
if (S && usr.machine==S)
spawn(0) S.interact(usr)
src.use(to_transfer)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
else return ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
src.blood_DNA = from.blood_DNA
src.blood_type = from.blood_type
src.fingerprints = from.fingerprints
src.fingerprintshidden = from.fingerprintshidden
src.fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/datum/stack_recipe
var/title = "ERROR"
var/result_type
var/req_amount = 1
var/res_amount = 1
var/max_res_amount = 1
var/time = 0
var/one_per_turf = 0
var/on_floor = 0
New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
src.title = title
src.result_type = result_type
src.req_amount = req_amount
src.res_amount = res_amount
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
/obj/item/stack
var/list/datum/stack_recipe/recipes
origin_tech = "materials=1"
/obj/item/stack/attack_self(mob/user as mob)
interact(user)
/obj/item/stack/proc/interact(mob/user as mob)
if (!recipes)
return
if (!src || amount<=0)
user << browse(null, "window=stack")
user.machine = src //for correct work of onclose
var/t1 = text("<HTML><HEAD><title>Constructions from []</title></HEAD><body><TT>Amount Left: []<br>", src, src.amount)
for(var/i=1;i<=recipes.len,i++)
var/datum/stack_recipe/R = recipes[i]
if (isnull(R))
t1 += "<hr>"
continue
if (i>1 && !isnull(recipes[i-1]))
t1+="<br>"
var/max_multiplier = round(src.amount / R.req_amount)
var/title as text
var/can_build = 1
can_build = can_build && (max_multiplier>0)
/*
if (R.one_per_turf)
can_build = can_build && !(locate(R.result_type) in usr.loc)
if (R.on_floor)
can_build = can_build && istype(usr.loc, /turf/simulated/floor)
*/
if (R.res_amount>1)
title+= "[R.res_amount]x [R.title]\s"
else
title+= "[R.title]"
title+= " ([R.req_amount] [src.singular_name]\s)"
if (can_build)
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, i, title)
else
t1 += text("[]", title)
continue
if (R.max_res_amount>1 && max_multiplier>1)
max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
t1 += " |"
var/list/multipliers = list(5,10,25)
for (var/n in multipliers)
if (max_multiplier>=n)
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
if (!(max_multiplier in multipliers))
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
t1 += "</TT></body></HTML>"
user << browse(t1, "window=stack")
onclose(user, "stack")
return
/obj/item/stack/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.equipped() != src))
return
if (href_list["make"])
if (src.amount < 1) del(src) //Never should happen
var/datum/stack_recipe/R = recipes[text2num(href_list["make"])]
var/multiplier = text2num(href_list["multiplier"])
if (!multiplier) multiplier = 1
if (src.amount < R.req_amount*multiplier)
if (R.req_amount*multiplier>1)
usr << "\red You haven't got enough [src] to build \the [R.req_amount*multiplier] [R.title]\s!"
else
usr << "\red You haven't got enough [src] to build \the [R.title]!"
return
if (R.one_per_turf && (locate(R.result_type) in usr.loc))
usr << "\red There is another [R.title] here!"
return
if (R.on_floor && !istype(usr.loc, /turf/simulated/floor))
usr << "\red \The [R.title] must be constructed on the floor!"
return
if (R.time)
usr << "\blue Building [R.title] ..."
if (!do_after(usr, R.time))
return
if (src.amount < R.req_amount*multiplier)
return
var/atom/O = new R.result_type( usr.loc )
O.dir = usr.dir
if (R.max_res_amount>1)
var/obj/item/stack/new_item = O
new_item.amount = R.res_amount*multiplier
//new_item.add_to_stacks(usr)
src.amount-=R.req_amount*multiplier
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
usr.before_take_item(oldsrc)
del(oldsrc)
if (istype(O,/obj/item))
usr.put_in_hand(O)
O.add_fingerprint(usr)
if (src && usr.machine==src) //do not reopen closed window
spawn( 0 )
src.interact(usr)
return
return
/obj/item/stack/Del()
if (src && usr && usr.machine==src)
usr << browse(null, "window=stack")
..()
+218 -218
View File
@@ -1,219 +1,219 @@
//Banhammer deserves to be the first thing here
/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
/obj/effect/mine/proc/triggerrad(obj)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
obj:radiation += 50
randmutb(obj)
domutcheck(obj,null)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerstun(obj)
if(ismob(obj))
var/mob/M = obj
M.Stun(30)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
spawn(0)
del(src)
/obj/effect/mine/proc/triggern2o(obj)
//example: n2o triggerproc
//note: im lazy
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
var/datum/gas/sleeping_agent/trace_gas = new
trace_gas.moles = 30
payload += trace_gas
target.air.merge(payload)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerplasma(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
payload.toxins = 30
target.air.merge(payload)
target.hotspot_expose(1000, CELL_VOLUME)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerkick(obj)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(obj:client)
spawn(0)
del(src)
/obj/effect/mine/proc/explode(obj)
explosion(loc, 0, 1, 2, 3)
spawn(0)
del(src)
/obj/effect/mine/HasEntered(AM as mob|obj)
Bumped(AM)
/obj/effect/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))
for(var/mob/O in viewers(world.view, src.loc))
O << text("<font color='red'>[M] triggered the \icon[] [src]</font>", src)
triggered = 1
call(src,triggerproc)(M)
/obj/effect/mine/New()
icon_state = "uglyminearmed"
/atom/proc/ex_act()
return
/atom/proc/blob_act()
return
// bullet_act called when anything is hit buy a projectile (bullet, tazer shot, laser, etc.)
// flag is projectile type, can be:
//PROJECTILE_TASER = 1 taser gun
//PROJECTILE_LASER = 2 laser gun
//PROJECTILE_BULLET = 3 traitor pistol
//PROJECTILE_PULSE = 4 pulse rifle
//PROJECTILE_BOLT = 5 crossbow
//PROJECTILE_WEAKBULLET = 6 detective's revolver
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/effect/beam) )))
for(var/obj/effect/beam/i_beam/I in src)
spawn( 0 )
if (I)
I.hit()
return
return
/obj/item/weapon/mousetrap/examine()
set src in oview(12)
..()
if(armed)
usr << "\red It looks like it's armed."
/obj/item/weapon/mousetrap/proc/triggered(mob/target as mob, var/type = "feet")
if(!armed)
return
var/datum/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_organ(pick("l_leg", "r_leg"))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_organ(type)
H.Stun(3)
if(affecting)
affecting.take_damage(1, 0)
H.UpdateDamageIcon()
H.updatehealth()
playsound(target.loc, 'snap.ogg', 50, 1)
icon_state = "mousetrap"
armed = 0
/*
else if (ismouse(target))
target.adjustBruteLoss(100)
*/
/obj/item/weapon/mousetrap/attack_self(mob/user as mob)
if(!armed)
icon_state = "mousetraparmed"
user << "\blue You arm the mousetrap."
else
icon_state = "mousetrap"
if((user.getBrainLoss() >= 60 || user.mutations & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
user << "\blue You disarm the mousetrap."
armed = !armed
playsound(user.loc, 'handcuffs.ogg', 30, 1, -3)
/obj/item/weapon/mousetrap/attack_hand(mob/user as mob)
if(armed)
if((user.getBrainLoss() >= 60 || user.mutations & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
..()
/obj/item/weapon/mousetrap/HasEntered(AM as mob|obj)
if((ishuman(AM)) && (armed))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
src.triggered(H)
H << "\red <B>You accidentally step on the mousetrap!</B>"
for(var/mob/O in viewers(H, null))
if(O == H)
continue
O.show_message(text("\red <B>[H] accidentally steps on the mousetrap.</B>"), 1)
..()
/obj/item/weapon/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>The mousetrap is triggered by [A].</B>"), 1)
src.triggered(null)
/obj/item/weapon/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
..()
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
//Banhammer deserves to be the first thing here
/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
/obj/effect/mine/proc/triggerrad(obj)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
obj:radiation += 50
randmutb(obj)
domutcheck(obj,null)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerstun(obj)
if(ismob(obj))
var/mob/M = obj
M.Stun(30)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
spawn(0)
del(src)
/obj/effect/mine/proc/triggern2o(obj)
//example: n2o triggerproc
//note: im lazy
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
var/datum/gas/sleeping_agent/trace_gas = new
trace_gas.moles = 30
payload += trace_gas
target.air.merge(payload)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerplasma(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
payload.toxins = 30
target.air.merge(payload)
target.hotspot_expose(1000, CELL_VOLUME)
spawn(0)
del(src)
/obj/effect/mine/proc/triggerkick(obj)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(obj:client)
spawn(0)
del(src)
/obj/effect/mine/proc/explode(obj)
explosion(loc, 0, 1, 2, 3)
spawn(0)
del(src)
/obj/effect/mine/HasEntered(AM as mob|obj)
Bumped(AM)
/obj/effect/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))
for(var/mob/O in viewers(world.view, src.loc))
O << text("<font color='red'>[M] triggered the \icon[] [src]</font>", src)
triggered = 1
call(src,triggerproc)(M)
/obj/effect/mine/New()
icon_state = "uglyminearmed"
/atom/proc/ex_act()
return
/atom/proc/blob_act()
return
// bullet_act called when anything is hit buy a projectile (bullet, tazer shot, laser, etc.)
// flag is projectile type, can be:
//PROJECTILE_TASER = 1 taser gun
//PROJECTILE_LASER = 2 laser gun
//PROJECTILE_BULLET = 3 traitor pistol
//PROJECTILE_PULSE = 4 pulse rifle
//PROJECTILE_BOLT = 5 crossbow
//PROJECTILE_WEAKBULLET = 6 detective's revolver
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/effect/beam) )))
for(var/obj/effect/beam/i_beam/I in src)
spawn( 0 )
if (I)
I.hit()
return
return
/obj/item/weapon/mousetrap/examine()
set src in oview(12)
..()
if(armed)
usr << "\red It looks like it's armed."
/obj/item/weapon/mousetrap/proc/triggered(mob/target as mob, var/type = "feet")
if(!armed)
return
var/datum/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_organ(pick("l_leg", "r_leg"))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_organ(type)
H.Stun(3)
if(affecting)
affecting.take_damage(1, 0)
H.UpdateDamageIcon()
H.updatehealth()
playsound(target.loc, 'snap.ogg', 50, 1)
icon_state = "mousetrap"
armed = 0
/*
else if (ismouse(target))
target.adjustBruteLoss(100)
*/
/obj/item/weapon/mousetrap/attack_self(mob/user as mob)
if(!armed)
icon_state = "mousetraparmed"
user << "\blue You arm the mousetrap."
else
icon_state = "mousetrap"
if((user.getBrainLoss() >= 60 || user.mutations & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
user << "\blue You disarm the mousetrap."
armed = !armed
playsound(user.loc, 'handcuffs.ogg', 30, 1, -3)
/obj/item/weapon/mousetrap/attack_hand(mob/user as mob)
if(armed)
if((user.getBrainLoss() >= 60 || user.mutations & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
..()
/obj/item/weapon/mousetrap/HasEntered(AM as mob|obj)
if((ishuman(AM)) && (armed))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
src.triggered(H)
H << "\red <B>You accidentally step on the mousetrap!</B>"
for(var/mob/O in viewers(H, null))
if(O == H)
continue
O.show_message(text("\red <B>[H] accidentally steps on the mousetrap.</B>"), 1)
..()
/obj/item/weapon/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>The mousetrap is triggered by [A].</B>"), 1)
src.triggered(null)
/obj/item/weapon/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
..()
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
del(A)
+3
View File
@@ -64,6 +64,9 @@ var/ordernum=0
if (prob(5))
del(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
var/blocks_air = 1
/area/supplyshuttle
name = "Supply Shuttle"
icon_state = "supply"
+1456 -1456
View File
File diff suppressed because it is too large Load Diff
+25
View File
@@ -480,6 +480,20 @@
alert("The AI can't be monkeyized!", null, null, null, null, null)
return
if (href_list["corgione"])
if ((src.rank in list( "Admin Candidate", "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
var/mob/M = locate(href_list["corgione"])
if(!ismob(M))
return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
log_admin("[key_name(usr)] attempting to corgize [key_name(M)]")
message_admins("\blue [key_name_admin(usr)] attempting to corgize [key_name_admin(M)]", 1)
N.corgize()
if(istype(M, /mob/living/silicon))
alert("The AI can't be corgized!", null, null, null, null, null)
return
if (href_list["forcespeech"])
if ((src.rank in list( "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
var/mob/M = locate(href_list["forcespeech"])
@@ -1198,6 +1212,13 @@
spawn(0)
H.monkeyize()
ok = 1
if("corgi")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","M")
for(var/mob/living/carbon/human/H in world)
spawn(0)
H.corgize()
ok = 1
if("power")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","P")
@@ -1863,6 +1884,10 @@
foo += text("<A HREF='?src=\ref[src];monkeyone=\ref[M]'>Monkeyize</A> | ")
else
foo += text("<B>Monkeyized</B> | ")
if(!iscorgi(M))
foo += text("<A HREF='?src=\ref[src];corgione=\ref[M]'>Corgize</A> | ")
else
foo += text("<B>Corgized</B> | ")
if(isAI(M))
foo += text("<B>Is an AI</B> | ")
else if(ishuman(M))
+2
View File
@@ -80,6 +80,7 @@
verbs += /client/proc/jumptokey
verbs += /client/proc/jumptomob
verbs += /client/proc/jumptoturf
verbs += /client/proc/jumptocoord
verbs += /client/proc/cmd_admin_add_freeform_ai_law
verbs += /client/proc/cmd_admin_rejuvenate
@@ -199,6 +200,7 @@
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/hide_most_verbs
verbs += /client/proc/tension_report
verbs += /client/proc/jumptocoord
if (holder.level >= 3)//Trial Admin********************************************************************
verbs += /obj/admins/proc/toggleaban //abandon mob
+19
View File
@@ -49,6 +49,25 @@
else
alert("Admin jumping disabled")
/client/proc/jumptocoord(tx as num, ty as num, tz as num)
set category = "Admin"
set name = "Jump to Coordinate"
if (!authenticated || !holder)
src << "Only administrators may use this command."
return
if (config.allow_admin_jump)
if(src.mob)
var/mob/A = src.mob
A.x = tx
A.y = ty
A.z = tz
message_admins("[key_name_admin(usr)] jumped to coordinates [tx], [ty], [tz]")
else
alert("Admin jumping disabled")
/client/proc/jumptokey()
set category = "Admin"
set name = "Jump to Key"
+1753 -1753
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+23 -23
View File
@@ -1,24 +1,24 @@
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
)
@@ -1,19 +1,19 @@
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
+431 -431
View File
@@ -1,432 +1,432 @@
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
return
+290 -290
View File
@@ -1,290 +1,290 @@
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return
+46 -46
View File
@@ -1,47 +1,47 @@
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
return
+52 -52
View File
@@ -1,53 +1,53 @@
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
name = "West Mining Outpost"
+234 -234
View File
@@ -1,234 +1,234 @@
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"
+424 -424
View File
@@ -1,425 +1,425 @@
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
src.updateMineralOverlays()
+255 -255
View File
@@ -1,256 +1,256 @@
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
return
+113 -113
View File
@@ -1,114 +1,114 @@
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/adamantine(src)
+280 -280
View File
@@ -1,281 +1,281 @@
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
+120 -120
View File
@@ -1,121 +1,121 @@
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
return
+152 -152
View File
@@ -1,153 +1,153 @@
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > -95.0))
src.adjustOxyLoss(src.health + 200)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
src << "\blue You have given up life and succumbed to death."
/mob/living/proc/updatehealth()
if(!src.nodamage)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss()
else
src.health = 100
src.stat = 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/datum/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam))
extradam = 0
else
extradam += divided_damage
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/carbon/monkey))
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/monkey/M = src
M.adjustFireLoss(burn_amount)
M.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
/mob/proc/get_contents()
/mob/living/get_contents()
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
return L
/mob/living/proc/check_contents_for(A)
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
return 0 //only carbon liveforms have this proc
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/datum/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/revive()
//src.fireloss = 0
src.setToxLoss(0)
//src.bruteloss = 0
src.setOxyLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
//src.health = 100
src.heal_overall_damage(1000, 1000)
src.buckled = initial(src.buckled)
src.handcuffed = initial(src.handcuffed)
if(src.stat > 1) src.stat = CONSCIOUS
..()
return
/mob/living/proc/UpdateDamageIcon()
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > -95.0))
src.adjustOxyLoss(src.health + 200)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
src << "\blue You have given up life and succumbed to death."
/mob/living/proc/updatehealth()
if(!src.nodamage)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss()
else
src.health = 100
src.stat = 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/datum/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam))
extradam = 0
else
extradam += divided_damage
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/carbon/monkey))
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/monkey/M = src
M.adjustFireLoss(burn_amount)
M.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
/mob/proc/get_contents()
/mob/living/get_contents()
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
return L
/mob/living/proc/check_contents_for(A)
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
return 0 //only carbon liveforms have this proc
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/datum/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/revive()
//src.fireloss = 0
src.setToxLoss(0)
//src.bruteloss = 0
src.setOxyLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
//src.health = 100
src.heal_overall_damage(1000, 1000)
src.buckled = initial(src.buckled)
src.handcuffed = initial(src.handcuffed)
if(src.stat > 1) src.stat = CONSCIOUS
..()
return
/mob/living/proc/UpdateDamageIcon()
return
+8 -1
View File
@@ -364,4 +364,11 @@
step(AM, t)
now_pushing = null
return
return
return
//PC stuff-Sieve
/mob/living/simple_animal/corgi/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Corgi"
mind.key = G.key
+24
View File
@@ -296,6 +296,30 @@
new_metroid.a_intent = "hurt"
new_metroid << "<B>You are now a baby Metroid.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/proc/corgize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
new_corgi.mind_initialize(src)
new_corgi.key = key
new_corgi.a_intent = "hurt"
new_corgi << "<B>You are now a Corgi!.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
+1217 -1217
View File
File diff suppressed because it is too large Load Diff
+39 -39
View File
@@ -1,40 +1,40 @@
/turf/simulated/floor/engine/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/engine/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
M.pulling = t
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/engine/ex_act(severity)
switch(severity)
if(1.0)
ReplaceWithSpace()
del(src)
return
if(2.0)
if (prob(50))
ReplaceWithSpace()
del(src)
return
else
return
/turf/simulated/floor/engine/blob_act()
if (prob(25))
ReplaceWithSpace()
del(src)
return
/turf/simulated/floor/engine/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/engine/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
M.pulling = t
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/engine/ex_act(severity)
switch(severity)
if(1.0)
ReplaceWithSpace()
del(src)
return
if(2.0)
if (prob(50))
ReplaceWithSpace()
del(src)
return
else
return
/turf/simulated/floor/engine/blob_act()
if (prob(25))
ReplaceWithSpace()
del(src)
return
return
+9 -1
View File
@@ -788,6 +788,14 @@ datum
req_tech = list("materials" = 3, "biotech"=4, "magnets"=4, "programming"=3)
build_path = "/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun"
mech_diamond_drill
name = "Exosuit Module Design (Diamond Mining Drill)"
desc = "An upgraded version of the standard drill"
id = "mech_diamond_drill"
build_type = MECHFAB
req_tech = list("materials" = 4, "engineering" = 3)
build_path = "/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill"
////////////////////////////////////////
//////////Disk Construction Disks///////
@@ -1055,7 +1063,7 @@ datum
name = "Hyper-Capacity Power Cell"
desc = "A power cell that holds 30000 units of energy"
id = "hyper_cell"
req_tech = list("powerstorage" = 6, "materials" = 4)
req_tech = list("powerstorage" = 5, "materials" = 4)
reliability_base = 70
build_type = PROTOLATHE
materials = list("$metal" = 400, "$gold" = 150, "$silver" = 150, "$glass" = 70)
+462 -462
View File
@@ -1,463 +1,463 @@
/obj/machinery/sec_lock//P'sure this was part of the tunnel
name = "Security Pad"
desc = "A lock, for doors. Used by security."
icon = 'stationobjs.dmi'
icon_state = "sec_lock"
var/obj/item/weapon/card/id/scan = null
var/a_type = 0.0
var/obj/machinery/door/d1 = null
var/obj/machinery/door/d2 = null
anchored = 1.0
req_access = list(access_brig)
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/move/airtunnel/process()
if (!( src.deployed ))
return null
else
..()
return
/obj/move/airtunnel/connector/create()
src.current = src
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/create()
src.current = src
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/process()
return
/obj/move/airtunnel/wall/create(num, y_coord)
if (((num < 7 || (num > 16 && num < 23)) && y_coord == airtunnel_bottom))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/move/airtunnel/wall/move_right()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/move_left()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/process()
return
/obj/move/airtunnel/proc/move_left()
src.relocate(get_step(src, WEST))
if ((src.next && src.next.deployed))
return src.next.move_left()
else
return src.next
return
/obj/move/airtunnel/proc/move_right()
src.relocate(get_step(src, EAST))
if ((src.previous && src.previous.deployed))
src.previous.move_right()
return src.previous
/obj/move/airtunnel/proc/create(num, y_coord)
if (y_coord == airtunnel_bottom)
if ((num < 7 || (num > 16 && num < 23)))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
else
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/machinery/at_indicator/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
if(3.0)
if (prob(25))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
else
return
/obj/machinery/at_indicator/blob_act()
if (prob(75))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
/obj/machinery/at_indicator/proc/update_icon()
if(stat & (BROKEN|NOPOWER))
icon_state = "reader_broken"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
if(!SS13_airtunnel.connectors)
return
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("reader[][]", (SS13_airtunnel.siphon_status == 2 ? "1" : "0"), status)
return
/obj/machinery/at_indicator/process()
if(stat & (NOPOWER|BROKEN))
src.update_icon()
return
use_power(5, ENVIRON)
src.update_icon()
return
/obj/machinery/computer/airtunnel/attack_paw(user as mob)
return src.attack_hand(user)
obj/machinery/computer/airtunnel/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/computer/airtunnel/attack_hand(var/mob/user as mob)
if(..())
return
var/dat = "<HTML><BODY><TT><B>Air Tunnel Controls</B><BR>"
user.machine = src
if (SS13_airtunnel.operating == 1)
dat += "<B>Status:</B> RETRACTING<BR>"
else
if (SS13_airtunnel.operating == 2)
dat += "<B>Status:</B> EXPANDING<BR>"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
dat += "<B>Status:</B> Fully Retracted<BR>"
else
if (!( C.current.next ))
dat += "<B>Status:</B> Fully Extended<BR>"
else
dat += "<B>Status:</B> Stopped Midway<BR>"
dat += text("<A href='?src=\ref[];retract=1'>Retract</A> <A href='?src=\ref[];stop=1'>Stop</A> <A href='?src=\ref[];extend=1'>Extend</A><BR>", src, src, src)
dat += text("<BR><B>Air Level:</B> []<BR>", (SS13_airtunnel.air_stat ? "Acceptable" : "DANGEROUS"))
dat += "<B>Air System Status:</B> "
switch(SS13_airtunnel.siphon_status)
if(0.0)
dat += "Stopped "
if(1.0)
dat += "Siphoning (Siphons only) "
if(2.0)
dat += "Regulating (BOTH) "
if(3.0)
dat += "RELEASING MAX (Siphons only) "
else
dat += text("<A href='?src=\ref[];refresh=1'>(Refresh)</A><BR>", src)
dat += text("<A href='?src=\ref[];release=1'>RELEASE (Siphons only)</A> <A href='?src=\ref[];siphon=1'>Siphon (Siphons only)</A> <A href='?src=\ref[];stop_siph=1'>Stop</A> <A href='?src=\ref[];auto=1'>Regulate</A><BR>", src, src, src, src)
dat += text("<BR><BR><A href='?src=\ref[];mach_close=computer'>Close</A></TT></BODY></HTML>", user)
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/airtunnel/proc/update_icon()
if(stat & BROKEN)
icon_state = "broken"
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("console[][]", (SS13_airtunnel.siphon_status >= 2 ? "1" : "0"), status)
return
/obj/machinery/computer/airtunnel/process()
src.update_icon()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
src.updateUsrDialog()
return
/obj/machinery/computer/airtunnel/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["retract"])
SS13_airtunnel.retract()
else if (href_list["stop"])
SS13_airtunnel.operating = 0
else if (href_list["extend"])
SS13_airtunnel.extend()
else if (href_list["release"])
SS13_airtunnel.siphon_status = 3
SS13_airtunnel.siphons()
else if (href_list["siphon"])
SS13_airtunnel.siphon_status = 1
SS13_airtunnel.siphons()
else if (href_list["stop_siph"])
SS13_airtunnel.siphon_status = 0
SS13_airtunnel.siphons()
else if (href_list["auto"])
SS13_airtunnel.siphon_status = 2
SS13_airtunnel.siphons()
else if (href_list["refresh"])
SS13_airtunnel.siphons()
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/sec_lock/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_hand(var/mob/user as mob)
if(..())
return
use_power(10)
if (src.loc == user.loc)
var/dat = text("<B>Security Pad:</B><BR>\nKeycard: []<BR>\n<A href='?src=\ref[];door1=1'>Toggle Outer Door</A><BR>\n<A href='?src=\ref[];door2=1'>Toggle Inner Door</A><BR>\n<BR>\n<A href='?src=\ref[];em_cl=1'>Emergency Close</A><BR>\n<A href='?src=\ref[];em_op=1'>Emergency Open</A><BR>", (src.scan ? text("<A href='?src=\ref[];card=1'>[]</A>", src, src.scan.name) : text("<A href='?src=\ref[];card=1'>-----</A>", src)), src, src, src, src)
user << browse(dat, "window=sec_lock")
onclose(user, "sec_lock")
return
/obj/machinery/sec_lock/attackby(nothing, user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/New()
..()
spawn( 2 )
if (src.a_type == 1)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y - 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTHWEST))
else
if (src.a_type == 2)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y + 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, NORTHWEST))
else
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTH))
src.d2 = locate(/obj/machinery/door, get_step(src, SOUTHEAST))
return
return
/obj/machinery/sec_lock/Topic(href, href_list)
if(..())
return
if ((!( src.d1 ) || !( src.d2 )))
usr << "\red Error: Cannot interface with door security!"
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["card"])
if (src.scan)
src.scan.loc = src.loc
src.scan = null
else
var/obj/item/weapon/card/id/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
src.scan = I
if (href_list["door1"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d1.density)
spawn( 0 )
src.d1.open()
return
else
spawn( 0 )
src.d1.close()
return
if (href_list["door2"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d2.density)
spawn( 0 )
src.d2.open()
return
else
spawn( 0 )
src.d2.close()
return
if (href_list["em_cl"])
if (src.scan)
if (src.check_access(src.scan))
if (!( src.d1.density ))
src.d1.close()
return
sleep(1)
spawn( 0 )
if (!( src.d2.density ))
src.d2.close()
return
if (href_list["em_op"])
if (src.scan)
if (src.check_access(src.scan))
spawn( 0 )
if (src.d1.density)
src.d1.open()
return
sleep(1)
spawn( 0 )
if (src.d2.density)
src.d2.open()
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/datum/air_tunnel/air_tunnel1/New()
..()
for(var/obj/move/airtunnel/A in locate(/area/airtunnel1))
A.master = src
A.create()
src.connectors += A
//Foreach goto(21)
return
/datum/air_tunnel/proc/siphons()
switch(src.siphon_status)
if(0.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 3
if(1.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 2
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
if(2.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 4
if(3.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 1
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
else
return
/datum/air_tunnel/proc/stop()
src.operating = 0
return
/datum/air_tunnel/proc/extend()
if (src.operating)
return
spawn(0)
src.operating = 2
while(src.operating == 2)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.next ))
src.operating = 0
return
if (!( A.move_left() ))
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current)
A.current.next.loc = get_step(A.current.loc, EAST)
A.current = A.current.next
A.current.deployed = 1
else
src.operating = 0
sleep(20)
return
/datum/air_tunnel/proc/retract()
if (src.operating)
return
spawn(0)
src.operating = 1
while(src.operating == 1)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current == A)
src.operating = 0
return
if (A.current)
A.current.loc = null
A.current.deployed = 0
A.current = A.current.previous
else
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.move_right() ))
src.operating = 0
sleep(20)
/obj/machinery/sec_lock//P'sure this was part of the tunnel
name = "Security Pad"
desc = "A lock, for doors. Used by security."
icon = 'stationobjs.dmi'
icon_state = "sec_lock"
var/obj/item/weapon/card/id/scan = null
var/a_type = 0.0
var/obj/machinery/door/d1 = null
var/obj/machinery/door/d2 = null
anchored = 1.0
req_access = list(access_brig)
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/move/airtunnel/process()
if (!( src.deployed ))
return null
else
..()
return
/obj/move/airtunnel/connector/create()
src.current = src
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/create()
src.current = src
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
spawn( 0 )
src.next.create(airtunnel_start - airtunnel_stop, src.y)
return
return
/obj/move/airtunnel/connector/wall/process()
return
/obj/move/airtunnel/wall/create(num, y_coord)
if (((num < 7 || (num > 16 && num < 23)) && y_coord == airtunnel_bottom))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/move/airtunnel/wall/move_right()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/move_left()
flick("wall-m", src)
return ..()
/obj/move/airtunnel/wall/process()
return
/obj/move/airtunnel/proc/move_left()
src.relocate(get_step(src, WEST))
if ((src.next && src.next.deployed))
return src.next.move_left()
else
return src.next
return
/obj/move/airtunnel/proc/move_right()
src.relocate(get_step(src, EAST))
if ((src.previous && src.previous.deployed))
src.previous.move_right()
return src.previous
/obj/move/airtunnel/proc/create(num, y_coord)
if (y_coord == airtunnel_bottom)
if ((num < 7 || (num > 16 && num < 23)))
src.next = new /obj/move/airtunnel( null )
else
src.next = new /obj/move/airtunnel/wall( null )
else
src.next = new /obj/move/airtunnel( null )
src.next.master = src.master
src.next.previous = src
if (num > 1)
spawn( 0 )
src.next.create(num - 1, y_coord)
return
return
/obj/machinery/at_indicator/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
if(3.0)
if (prob(25))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
else
return
/obj/machinery/at_indicator/blob_act()
if (prob(75))
for(var/x in src.verbs)
src.verbs -= x
src.icon_state = "reader_broken"
stat |= BROKEN
/obj/machinery/at_indicator/proc/update_icon()
if(stat & (BROKEN|NOPOWER))
icon_state = "reader_broken"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
if(!SS13_airtunnel.connectors)
return
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("reader[][]", (SS13_airtunnel.siphon_status == 2 ? "1" : "0"), status)
return
/obj/machinery/at_indicator/process()
if(stat & (NOPOWER|BROKEN))
src.update_icon()
return
use_power(5, ENVIRON)
src.update_icon()
return
/obj/machinery/computer/airtunnel/attack_paw(user as mob)
return src.attack_hand(user)
obj/machinery/computer/airtunnel/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/computer/airtunnel/attack_hand(var/mob/user as mob)
if(..())
return
var/dat = "<HTML><BODY><TT><B>Air Tunnel Controls</B><BR>"
user.machine = src
if (SS13_airtunnel.operating == 1)
dat += "<B>Status:</B> RETRACTING<BR>"
else
if (SS13_airtunnel.operating == 2)
dat += "<B>Status:</B> EXPANDING<BR>"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
dat += "<B>Status:</B> Fully Retracted<BR>"
else
if (!( C.current.next ))
dat += "<B>Status:</B> Fully Extended<BR>"
else
dat += "<B>Status:</B> Stopped Midway<BR>"
dat += text("<A href='?src=\ref[];retract=1'>Retract</A> <A href='?src=\ref[];stop=1'>Stop</A> <A href='?src=\ref[];extend=1'>Extend</A><BR>", src, src, src)
dat += text("<BR><B>Air Level:</B> []<BR>", (SS13_airtunnel.air_stat ? "Acceptable" : "DANGEROUS"))
dat += "<B>Air System Status:</B> "
switch(SS13_airtunnel.siphon_status)
if(0.0)
dat += "Stopped "
if(1.0)
dat += "Siphoning (Siphons only) "
if(2.0)
dat += "Regulating (BOTH) "
if(3.0)
dat += "RELEASING MAX (Siphons only) "
else
dat += text("<A href='?src=\ref[];refresh=1'>(Refresh)</A><BR>", src)
dat += text("<A href='?src=\ref[];release=1'>RELEASE (Siphons only)</A> <A href='?src=\ref[];siphon=1'>Siphon (Siphons only)</A> <A href='?src=\ref[];stop_siph=1'>Stop</A> <A href='?src=\ref[];auto=1'>Regulate</A><BR>", src, src, src, src)
dat += text("<BR><BR><A href='?src=\ref[];mach_close=computer'>Close</A></TT></BODY></HTML>", user)
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/airtunnel/proc/update_icon()
if(stat & BROKEN)
icon_state = "broken"
return
if(stat & NOPOWER)
icon_state = "c_unpowered"
return
var/status = 0
if (SS13_airtunnel.operating == 1)
status = "r"
else
if (SS13_airtunnel.operating == 2)
status = "e"
else
var/obj/move/airtunnel/connector/C = pick(SS13_airtunnel.connectors)
if (C.current == C)
status = 0
else
if (!( C.current.next ))
status = 2
else
status = 1
src.icon_state = text("console[][]", (SS13_airtunnel.siphon_status >= 2 ? "1" : "0"), status)
return
/obj/machinery/computer/airtunnel/process()
src.update_icon()
if(stat & (NOPOWER|BROKEN))
return
use_power(250)
src.updateUsrDialog()
return
/obj/machinery/computer/airtunnel/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["retract"])
SS13_airtunnel.retract()
else if (href_list["stop"])
SS13_airtunnel.operating = 0
else if (href_list["extend"])
SS13_airtunnel.extend()
else if (href_list["release"])
SS13_airtunnel.siphon_status = 3
SS13_airtunnel.siphons()
else if (href_list["siphon"])
SS13_airtunnel.siphon_status = 1
SS13_airtunnel.siphons()
else if (href_list["stop_siph"])
SS13_airtunnel.siphon_status = 0
SS13_airtunnel.siphons()
else if (href_list["auto"])
SS13_airtunnel.siphon_status = 2
SS13_airtunnel.siphons()
else if (href_list["refresh"])
SS13_airtunnel.siphons()
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/sec_lock/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/attack_hand(var/mob/user as mob)
if(..())
return
use_power(10)
if (src.loc == user.loc)
var/dat = text("<B>Security Pad:</B><BR>\nKeycard: []<BR>\n<A href='?src=\ref[];door1=1'>Toggle Outer Door</A><BR>\n<A href='?src=\ref[];door2=1'>Toggle Inner Door</A><BR>\n<BR>\n<A href='?src=\ref[];em_cl=1'>Emergency Close</A><BR>\n<A href='?src=\ref[];em_op=1'>Emergency Open</A><BR>", (src.scan ? text("<A href='?src=\ref[];card=1'>[]</A>", src, src.scan.name) : text("<A href='?src=\ref[];card=1'>-----</A>", src)), src, src, src, src)
user << browse(dat, "window=sec_lock")
onclose(user, "sec_lock")
return
/obj/machinery/sec_lock/attackby(nothing, user as mob)
return src.attack_hand(user)
/obj/machinery/sec_lock/New()
..()
spawn( 2 )
if (src.a_type == 1)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y - 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTHWEST))
else
if (src.a_type == 2)
src.d2 = locate(/obj/machinery/door, locate(src.x - 2, src.y + 1, src.z))
src.d1 = locate(/obj/machinery/door, get_step(src, NORTHWEST))
else
src.d1 = locate(/obj/machinery/door, get_step(src, SOUTH))
src.d2 = locate(/obj/machinery/door, get_step(src, SOUTHEAST))
return
return
/obj/machinery/sec_lock/Topic(href, href_list)
if(..())
return
if ((!( src.d1 ) || !( src.d2 )))
usr << "\red Error: Cannot interface with door security!"
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon))))
usr.machine = src
if (href_list["card"])
if (src.scan)
src.scan.loc = src.loc
src.scan = null
else
var/obj/item/weapon/card/id/I = usr.equipped()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
src.scan = I
if (href_list["door1"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d1.density)
spawn( 0 )
src.d1.open()
return
else
spawn( 0 )
src.d1.close()
return
if (href_list["door2"])
if (src.scan)
if (src.check_access(src.scan))
if (src.d2.density)
spawn( 0 )
src.d2.open()
return
else
spawn( 0 )
src.d2.close()
return
if (href_list["em_cl"])
if (src.scan)
if (src.check_access(src.scan))
if (!( src.d1.density ))
src.d1.close()
return
sleep(1)
spawn( 0 )
if (!( src.d2.density ))
src.d2.close()
return
if (href_list["em_op"])
if (src.scan)
if (src.check_access(src.scan))
spawn( 0 )
if (src.d1.density)
src.d1.open()
return
sleep(1)
spawn( 0 )
if (src.d2.density)
src.d2.open()
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/datum/air_tunnel/air_tunnel1/New()
..()
for(var/obj/move/airtunnel/A in locate(/area/airtunnel1))
A.master = src
A.create()
src.connectors += A
//Foreach goto(21)
return
/datum/air_tunnel/proc/siphons()
switch(src.siphon_status)
if(0.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 3
if(1.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 2
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
if(2.0)
for(var/obj/machinery/atmoalter/siphs/S in locate(/area/airtunnel1))
S.t_status = 4
if(3.0)
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/S in locate(/area/airtunnel1))
S.t_status = 1
S.t_per = 1000000.0
for(var/obj/machinery/atmoalter/siphs/scrubbers/S in locate(/area/airtunnel1))
S.t_status = 3
else
return
/datum/air_tunnel/proc/stop()
src.operating = 0
return
/datum/air_tunnel/proc/extend()
if (src.operating)
return
spawn(0)
src.operating = 2
while(src.operating == 2)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.next ))
src.operating = 0
return
if (!( A.move_left() ))
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current)
A.current.next.loc = get_step(A.current.loc, EAST)
A.current = A.current.next
A.current.deployed = 1
else
src.operating = 0
sleep(20)
return
/datum/air_tunnel/proc/retract()
if (src.operating)
return
spawn(0)
src.operating = 1
while(src.operating == 1)
var/ok = 1
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (A.current == A)
src.operating = 0
return
if (A.current)
A.current.loc = null
A.current.deployed = 0
A.current = A.current.previous
else
ok = 0
if (!( ok ))
src.operating = 0
else
for(var/obj/move/airtunnel/connector/A in src.connectors)
if (!( A.current.move_right() ))
src.operating = 0
sleep(20)
return
+961 -961
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File diff suppressed because it is too large Load Diff
+234 -234
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@@ -1,235 +1,235 @@
/*********************NEW AUTOLATHE / CRAFT LATHE***********************/
var/list/datum/craftlathe_item/CRAFT_ITEMS = list()
var/CRAFT_ITEMS_SETUP = 1 //this should probably be a pre-game thing, but i'll do it so the first lathe2 that's created will set-up the recipes.
proc/check_craftlathe_recipe(var/list/param_recipe)
if(param_recipe.len != 9)
return
var/i
var/match = 0 //this one counts if there is at least one non-"" ingredient.
for(var/datum/craftlathe_item/CI in CRAFT_ITEMS)
match = 0
for(i = 1; i <= 9; i++)
if(CI.recipe[i] != param_recipe[i])
match = 0 //use this so it passes by the match > 0 check below, otherwise i'd need a new variable to tell the return CI below that the check failed
break
if(CI.recipe[i] != "")
match++
if(match > 0)
return CI
return 0
/datum/craftlathe_item
var/id = "" //must be unique for each item type. used to create recipes
var/name = "unknown" //what the lathe will show as it's contents
var/list/recipe = list("","","","","","","","","") //the 9 items here represent what items need to be placed in the lathe to produce this item.
var/item_type = null //this is used on items like sheets which are added when inserted into the lathe.
var/amount = 1
var/amount_attackby = 1
/datum/craftlathe_item/New(var/param_id,var/param_name,var/param_amount,var/param_ammount_per_attackby,var/list/param_recipe,var/param_type = null)
..()
id = param_id
name = param_name
recipe = param_recipe
item_type = param_type
amount = param_amount;
amount_attackby = param_ammount_per_attackby
return
//this proc checks the recipe you give in it's parameter with the entire list of available items. If any match, it returns the item from CRAFT_ITEMS. the returned item should not be changed!!
/obj/machinery/autolathe2
name = "Craft lathe"
icon_state = "autolathe"
density = 1
anchored = 1
var/datum/craftlathe_item/selected = null
var/datum/craftlathe_item/make = null
var/list/datum/craftlathe_item/craft_contents = list()
var/list/current_recipe = list("","","","","","","","","")
/obj/machinery/autolathe2/New()
..()
if(CRAFT_ITEMS_SETUP)
CRAFT_ITEMS_SETUP = 0
build_recipes()
return
/obj/machinery/autolathe2/attack_hand(mob/user as mob)
var/dat
dat = text("<h3>Craft Lathe</h3>")
dat += text("<table><tr><td valign='top'>")
dat += text("<b>Materials</b><p>")
var/datum/craftlathe_item/CI
var/i
for(i = 1; i <= craft_contents.len; i++)
CI = craft_contents[i]
if (CI == selected)
dat += text("[CI.name] ([CI.amount])<br>")
else
dat += text("<A href='?src=\ref[src];select=[i]'>[CI.name]</a> ([CI.amount])<br>")
dat += text("</td><td valign='top'>")
dat += text("<b>Crafting Table</b><p>")
dat += text(" <table bgcolor='#cccccc' cellpadding='4' cellspacing='0'>")
var/j = 0
var/k = 0
for (i = 0; i < 3; i++)
dat += text(" <tr>")
for (j = 1; j <= 3; j++)
k = i * 3 + j
if (current_recipe[k])
dat += text(" <td><A href='?src=\ref[src];remove=[k]'>[current_recipe[k]]</a></td>")
else
dat += text(" <td><A href='?src=\ref[src];add=[k]'>----</a></td>")
dat += text(" </tr>")
dat += text(" </table>")
dat += text("<br><br>")
dat += text("<b>Will make: </b>")
if (make)
dat += text("<A href='?src=\ref[src];make=[1]'>[make.name]</a>")
else
dat += text("nothing useful")
dat += text("</td></tr></table>")
user << browse("[dat]", "window=craft")
/obj/machinery/autolathe2/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/n = text2num(href_list["remove"])
if(!n || n < 1 || n > 9)
return
current_recipe[n] = ""
if(href_list["select"])
var/n = text2num(href_list["select"])
if(!n || n < 1 || n > 9)
return
selected = craft_contents[n]
if(href_list["add"])
var/n = text2num(href_list["add"])
if(!n || n < 1 || n > 9)
return
if(selected)
current_recipe[n] = selected.id
if(href_list["make"])
var/datum/craftlathe_item/MAKE = check_craftlathe_recipe(src.current_recipe)
if(MAKE)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.id == MAKE.id)
CI2.amount += CI2.amount_attackby
src.updateUsrDialog()
return
craft_contents += new/datum/craftlathe_item(MAKE.id,MAKE.name,MAKE.amount,MAKE.amount_attackby,MAKE.recipe,MAKE.item_type)
var/datum/craftlathe_item/CI = check_craftlathe_recipe(src.current_recipe)
if(CI)
make = CI
else
make = null
src.updateUsrDialog()
/obj/machinery/autolathe2/attackby(obj/item/weapon/W as obj, mob/user as mob)
usr.machine = src
src.add_fingerprint(usr)
for (var/datum/craftlathe_item/CI in CRAFT_ITEMS)
if(W.type == CI.item_type)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.item_type == W.type)
CI2.amount += CI2.amount_attackby
rmv_item(W)
return
craft_contents += new/datum/craftlathe_item(CI.id,CI.name,CI.amount,CI.amount_attackby,CI.recipe,CI.item_type)
rmv_item(W)
return
src.updateUsrDialog()
return
/obj/machinery/autolathe2/proc/rmv_item(obj/item/W as obj)
if(istype(W,/obj/item/stack))
var/obj/item/stack/S = W
S.amount--
if (S.amount <= 0)
del(S)
else
del(W)
/obj/machinery/autolathe2/proc/build_recipes()
//Parameters: ID, Name, Amount, Amount_added_per_attackby, Recipe, Object type
CRAFT_ITEMS += new/datum/craftlathe_item("METAL","Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/metal)
CRAFT_ITEMS += new/datum/craftlathe_item("R METAL","Reinforced Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/r_metal)
CRAFT_ITEMS += new/datum/craftlathe_item("GLASS","Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/glass)
CRAFT_ITEMS += new/datum/craftlathe_item("R GLASS","Reinforced Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/rglass)
CRAFT_ITEMS += new/datum/craftlathe_item("GOLD","Gold",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/gold)
CRAFT_ITEMS += new/datum/craftlathe_item("SILVER","Silver",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/silver)
CRAFT_ITEMS += new/datum/craftlathe_item("DIAMOND","Diamond",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/diamond)
CRAFT_ITEMS += new/datum/craftlathe_item("PLASMA","Plasma",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/plasma)
CRAFT_ITEMS += new/datum/craftlathe_item("URANIUM","Uranium",1,1,list("","","","","","","","",""),/obj/item/weapon/ore/uranium)
CRAFT_ITEMS += new/datum/craftlathe_item("CLOWN","Bananium",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/clown)
CRAFT_ITEMS += new/datum/craftlathe_item("ADMAMANTINE","Adamantine",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/adamantine)
CRAFT_ITEMS += new/datum/craftlathe_item("SCREWS","Screws",9,9,list("","","","","METAL","","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("COGS","Cogs",9,9,list("","METAL","","METAL","METAL","METAL","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWITCH","Switch",12,12,list("METAL","","METAL","METAL","METAL","","METAL","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("KEYBOARD","Keyboard",1,1,list("","","","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH"))
CRAFT_ITEMS += new/datum/craftlathe_item("M PANEL","Metal Panel",10,10,list("","","","","METAL","METAL","","METAL","METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("CASE","Equipment Case",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("G PANEL","Glass Panel",10,10,list("","","","","GLASS","GLASS","","GLASS","GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("SCREEN","Screen",1,1,list("","GLASS","","GLASS","PLASMA","GLASS","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL SILVER","Electronics Silver",30,30,list("","","","","SILVER","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL GOLD","Electronics Gold",6,6,list("","","","","GOLD","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TINTED GL","Tinted Glass",2,2,list("","METAL","","","GLASS","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TANK VALVE","Tank Transfer Valuve",1,1,list("","PIPE","","","PIPE","SWITCH","","PIPE",""))
CRAFT_ITEMS += new/datum/craftlathe_item("PIPE","Pipe",1,1,list("","M PANEL","","","M PANEL","","","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("CB FRAME","Circuitboard Frame",1,1,list("","","","M PANEL","G PANEL","M PANEL","G PANEL","M PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ROM","ROM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RAM","RAM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("PROCESSOR","Processor",1,1,list("EL GOLD","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("ANTENNA","Antenna",1,1,list("","","EL SILVER","","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("OP RECEPTOR","Optic Receptor",1,1,list("G PANEL","G PANEL","G PANEL","","EL GOLD","","G PANEL","G PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMAL OP R","Thermal Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","DIAMOND","DIAMOND","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("MASON OP R","Mason Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","EL SILVER","EL SILVER","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EAR FRAME","Earpiece Frame",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("RADIO M","Radio Module",1,1,list("","ANTENNA","","","ROM","","CB FRAME","CB FRAME","CB FRAME"))
CRAFT_ITEMS += new/datum/craftlathe_item("EARPIECE","Radio Earpiece",1,1,list("","","","","RADIO M","","","EAR FRAME",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EARMUFFS","Earmuffs",1,1,list("","M PANEL","","EAR FRAME","","EAR FRAME","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("GLASSES FRAME","Glasses Frame",1,1,list("M PANEL","","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("MASONS","Mason Scanners",1,1,list("","","","MASON OP R","GLASSES FRAME","MASON OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMALS","Thermal Scanners",1,1,list("","","","THERMAL OP R","GLASSES FRAME","THERMAL OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SUNGLASSES","Sunglasses",1,1,list("","","","TINTED GL","GLASSES FRAME","TINTED GL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET FR","Helmet Frame",1,1,list("METAL","METAL","METAL","METAL","","METAL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET","Security Helmet",1,1,list("R METAL","R METAL","R METAL","R METAL","HELMET FR","R METAL","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS HELMET","HoS Helmet",1,1,list("SILVER","GOLD","SILVER","SILVER","HELMET","SILVER","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HARDHAT","Hardhat",1,1,list("","FLASHLIGHT","","","HELMET FR","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWAT HELMET","SWAT Helmet",1,1,list("","","","","HELMET","","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("WELDING HELM","Welding Helmet",1,1,list("","","","","HELMET FR","","TINTED GL","TINTED GL","TINTED GL"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE HELMET","Space Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","HELMET FR","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG HELMET","RIG Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","SPACE HELMET","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("GAS MASK","Gas Mask",1,1,list("","","","","HELMET FR","TANK VALVE","","G PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR FRAME","Armor Frame",1,1,list("R METAL","","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR","Armored Vest",1,1,list("R METAL","","R METAL","R METAL","ARMOR FRAME","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS ARMOR","HoS Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("CAP ARMOR","Captain Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","HOS ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE S FR","Space Suit Frame",1,1,list("SILVER","","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE SUIT","Space Suit",1,1,list("SILVER","","SILVER","RAM","SPACE S FR","RADIO M","SILVER","SILVEr","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG SUIT","RIG Suit",1,1,list("SILVER","","SILVER","SILVER","SPACE SUIT","SILVER","SILVER","SILVER","SILVER"))
//TODO: Flashlight, type paths
return
/*********************NEW AUTOLATHE / CRAFT LATHE***********************/
var/list/datum/craftlathe_item/CRAFT_ITEMS = list()
var/CRAFT_ITEMS_SETUP = 1 //this should probably be a pre-game thing, but i'll do it so the first lathe2 that's created will set-up the recipes.
proc/check_craftlathe_recipe(var/list/param_recipe)
if(param_recipe.len != 9)
return
var/i
var/match = 0 //this one counts if there is at least one non-"" ingredient.
for(var/datum/craftlathe_item/CI in CRAFT_ITEMS)
match = 0
for(i = 1; i <= 9; i++)
if(CI.recipe[i] != param_recipe[i])
match = 0 //use this so it passes by the match > 0 check below, otherwise i'd need a new variable to tell the return CI below that the check failed
break
if(CI.recipe[i] != "")
match++
if(match > 0)
return CI
return 0
/datum/craftlathe_item
var/id = "" //must be unique for each item type. used to create recipes
var/name = "unknown" //what the lathe will show as it's contents
var/list/recipe = list("","","","","","","","","") //the 9 items here represent what items need to be placed in the lathe to produce this item.
var/item_type = null //this is used on items like sheets which are added when inserted into the lathe.
var/amount = 1
var/amount_attackby = 1
/datum/craftlathe_item/New(var/param_id,var/param_name,var/param_amount,var/param_ammount_per_attackby,var/list/param_recipe,var/param_type = null)
..()
id = param_id
name = param_name
recipe = param_recipe
item_type = param_type
amount = param_amount;
amount_attackby = param_ammount_per_attackby
return
//this proc checks the recipe you give in it's parameter with the entire list of available items. If any match, it returns the item from CRAFT_ITEMS. the returned item should not be changed!!
/obj/machinery/autolathe2
name = "Craft lathe"
icon_state = "autolathe"
density = 1
anchored = 1
var/datum/craftlathe_item/selected = null
var/datum/craftlathe_item/make = null
var/list/datum/craftlathe_item/craft_contents = list()
var/list/current_recipe = list("","","","","","","","","")
/obj/machinery/autolathe2/New()
..()
if(CRAFT_ITEMS_SETUP)
CRAFT_ITEMS_SETUP = 0
build_recipes()
return
/obj/machinery/autolathe2/attack_hand(mob/user as mob)
var/dat
dat = text("<h3>Craft Lathe</h3>")
dat += text("<table><tr><td valign='top'>")
dat += text("<b>Materials</b><p>")
var/datum/craftlathe_item/CI
var/i
for(i = 1; i <= craft_contents.len; i++)
CI = craft_contents[i]
if (CI == selected)
dat += text("[CI.name] ([CI.amount])<br>")
else
dat += text("<A href='?src=\ref[src];select=[i]'>[CI.name]</a> ([CI.amount])<br>")
dat += text("</td><td valign='top'>")
dat += text("<b>Crafting Table</b><p>")
dat += text(" <table bgcolor='#cccccc' cellpadding='4' cellspacing='0'>")
var/j = 0
var/k = 0
for (i = 0; i < 3; i++)
dat += text(" <tr>")
for (j = 1; j <= 3; j++)
k = i * 3 + j
if (current_recipe[k])
dat += text(" <td><A href='?src=\ref[src];remove=[k]'>[current_recipe[k]]</a></td>")
else
dat += text(" <td><A href='?src=\ref[src];add=[k]'>----</a></td>")
dat += text(" </tr>")
dat += text(" </table>")
dat += text("<br><br>")
dat += text("<b>Will make: </b>")
if (make)
dat += text("<A href='?src=\ref[src];make=[1]'>[make.name]</a>")
else
dat += text("nothing useful")
dat += text("</td></tr></table>")
user << browse("[dat]", "window=craft")
/obj/machinery/autolathe2/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/n = text2num(href_list["remove"])
if(!n || n < 1 || n > 9)
return
current_recipe[n] = ""
if(href_list["select"])
var/n = text2num(href_list["select"])
if(!n || n < 1 || n > 9)
return
selected = craft_contents[n]
if(href_list["add"])
var/n = text2num(href_list["add"])
if(!n || n < 1 || n > 9)
return
if(selected)
current_recipe[n] = selected.id
if(href_list["make"])
var/datum/craftlathe_item/MAKE = check_craftlathe_recipe(src.current_recipe)
if(MAKE)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.id == MAKE.id)
CI2.amount += CI2.amount_attackby
src.updateUsrDialog()
return
craft_contents += new/datum/craftlathe_item(MAKE.id,MAKE.name,MAKE.amount,MAKE.amount_attackby,MAKE.recipe,MAKE.item_type)
var/datum/craftlathe_item/CI = check_craftlathe_recipe(src.current_recipe)
if(CI)
make = CI
else
make = null
src.updateUsrDialog()
/obj/machinery/autolathe2/attackby(obj/item/weapon/W as obj, mob/user as mob)
usr.machine = src
src.add_fingerprint(usr)
for (var/datum/craftlathe_item/CI in CRAFT_ITEMS)
if(W.type == CI.item_type)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.item_type == W.type)
CI2.amount += CI2.amount_attackby
rmv_item(W)
return
craft_contents += new/datum/craftlathe_item(CI.id,CI.name,CI.amount,CI.amount_attackby,CI.recipe,CI.item_type)
rmv_item(W)
return
src.updateUsrDialog()
return
/obj/machinery/autolathe2/proc/rmv_item(obj/item/W as obj)
if(istype(W,/obj/item/stack))
var/obj/item/stack/S = W
S.amount--
if (S.amount <= 0)
del(S)
else
del(W)
/obj/machinery/autolathe2/proc/build_recipes()
//Parameters: ID, Name, Amount, Amount_added_per_attackby, Recipe, Object type
CRAFT_ITEMS += new/datum/craftlathe_item("METAL","Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/metal)
CRAFT_ITEMS += new/datum/craftlathe_item("R METAL","Reinforced Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/r_metal)
CRAFT_ITEMS += new/datum/craftlathe_item("GLASS","Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/glass)
CRAFT_ITEMS += new/datum/craftlathe_item("R GLASS","Reinforced Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/rglass)
CRAFT_ITEMS += new/datum/craftlathe_item("GOLD","Gold",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/gold)
CRAFT_ITEMS += new/datum/craftlathe_item("SILVER","Silver",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/silver)
CRAFT_ITEMS += new/datum/craftlathe_item("DIAMOND","Diamond",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/diamond)
CRAFT_ITEMS += new/datum/craftlathe_item("PLASMA","Plasma",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/plasma)
CRAFT_ITEMS += new/datum/craftlathe_item("URANIUM","Uranium",1,1,list("","","","","","","","",""),/obj/item/weapon/ore/uranium)
CRAFT_ITEMS += new/datum/craftlathe_item("CLOWN","Bananium",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/clown)
CRAFT_ITEMS += new/datum/craftlathe_item("ADMAMANTINE","Adamantine",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/adamantine)
CRAFT_ITEMS += new/datum/craftlathe_item("SCREWS","Screws",9,9,list("","","","","METAL","","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("COGS","Cogs",9,9,list("","METAL","","METAL","METAL","METAL","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWITCH","Switch",12,12,list("METAL","","METAL","METAL","METAL","","METAL","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("KEYBOARD","Keyboard",1,1,list("","","","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH"))
CRAFT_ITEMS += new/datum/craftlathe_item("M PANEL","Metal Panel",10,10,list("","","","","METAL","METAL","","METAL","METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("CASE","Equipment Case",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("G PANEL","Glass Panel",10,10,list("","","","","GLASS","GLASS","","GLASS","GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("SCREEN","Screen",1,1,list("","GLASS","","GLASS","PLASMA","GLASS","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL SILVER","Electronics Silver",30,30,list("","","","","SILVER","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL GOLD","Electronics Gold",6,6,list("","","","","GOLD","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TINTED GL","Tinted Glass",2,2,list("","METAL","","","GLASS","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TANK VALVE","Tank Transfer Valuve",1,1,list("","PIPE","","","PIPE","SWITCH","","PIPE",""))
CRAFT_ITEMS += new/datum/craftlathe_item("PIPE","Pipe",1,1,list("","M PANEL","","","M PANEL","","","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("CB FRAME","Circuitboard Frame",1,1,list("","","","M PANEL","G PANEL","M PANEL","G PANEL","M PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ROM","ROM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RAM","RAM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("PROCESSOR","Processor",1,1,list("EL GOLD","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("ANTENNA","Antenna",1,1,list("","","EL SILVER","","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("OP RECEPTOR","Optic Receptor",1,1,list("G PANEL","G PANEL","G PANEL","","EL GOLD","","G PANEL","G PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMAL OP R","Thermal Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","DIAMOND","DIAMOND","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("MASON OP R","Mason Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","EL SILVER","EL SILVER","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EAR FRAME","Earpiece Frame",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("RADIO M","Radio Module",1,1,list("","ANTENNA","","","ROM","","CB FRAME","CB FRAME","CB FRAME"))
CRAFT_ITEMS += new/datum/craftlathe_item("EARPIECE","Radio Earpiece",1,1,list("","","","","RADIO M","","","EAR FRAME",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EARMUFFS","Earmuffs",1,1,list("","M PANEL","","EAR FRAME","","EAR FRAME","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("GLASSES FRAME","Glasses Frame",1,1,list("M PANEL","","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("MASONS","Mason Scanners",1,1,list("","","","MASON OP R","GLASSES FRAME","MASON OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMALS","Thermal Scanners",1,1,list("","","","THERMAL OP R","GLASSES FRAME","THERMAL OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SUNGLASSES","Sunglasses",1,1,list("","","","TINTED GL","GLASSES FRAME","TINTED GL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET FR","Helmet Frame",1,1,list("METAL","METAL","METAL","METAL","","METAL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET","Security Helmet",1,1,list("R METAL","R METAL","R METAL","R METAL","HELMET FR","R METAL","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS HELMET","HoS Helmet",1,1,list("SILVER","GOLD","SILVER","SILVER","HELMET","SILVER","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HARDHAT","Hardhat",1,1,list("","FLASHLIGHT","","","HELMET FR","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWAT HELMET","SWAT Helmet",1,1,list("","","","","HELMET","","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("WELDING HELM","Welding Helmet",1,1,list("","","","","HELMET FR","","TINTED GL","TINTED GL","TINTED GL"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE HELMET","Space Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","HELMET FR","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG HELMET","RIG Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","SPACE HELMET","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("GAS MASK","Gas Mask",1,1,list("","","","","HELMET FR","TANK VALVE","","G PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR FRAME","Armor Frame",1,1,list("R METAL","","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR","Armored Vest",1,1,list("R METAL","","R METAL","R METAL","ARMOR FRAME","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS ARMOR","HoS Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("CAP ARMOR","Captain Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","HOS ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE S FR","Space Suit Frame",1,1,list("SILVER","","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE SUIT","Space Suit",1,1,list("SILVER","","SILVER","RAM","SPACE S FR","RADIO M","SILVER","SILVEr","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG SUIT","RIG Suit",1,1,list("SILVER","","SILVER","SILVER","SPACE SUIT","SILVER","SILVER","SILVER","SILVER"))
//TODO: Flashlight, type paths
return
return
@@ -1,78 +1,78 @@
/**********************Gas extractor**************************/
/obj/machinery/mineral/gasextractor
name = "Gas extractor"
desc = "A machine which extracts gasses from ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/message = "";
var/processing = 0
var/newtoxins = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/gasextractor/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
/obj/machinery/mineral/gasextractor/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];extract=[input]'>Extract gas</A>")
dat += text("<br><br>Message: [message]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/gasextractor/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["extract"])
if (src.output)
if (locate(/obj/machinery/portable_atmospherics/canister,output.loc))
newtoxins = 0
processing = 1
var/obj/item/weapon/ore/O
while(locate(/obj/item/weapon/ore/plasma, input.loc) && locate(/obj/machinery/portable_atmospherics/canister,output.loc))
O = locate(/obj/item/weapon/ore/plasma, input.loc)
if (istype(O,/obj/item/weapon/ore/plasma))
var/obj/machinery/portable_atmospherics/canister/C
C = locate(/obj/machinery/portable_atmospherics/canister,output.loc)
C.air_contents.toxins += 100
newtoxins += 100
del(O)
sleep(5);
processing = 0;
message = "Canister filled with [newtoxins] units of toxins"
else
message = "No canister found"
src.updateUsrDialog()
return
/**********************Gas extractor**************************/
/obj/machinery/mineral/gasextractor
name = "Gas extractor"
desc = "A machine which extracts gasses from ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/message = "";
var/processing = 0
var/newtoxins = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/gasextractor/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
/obj/machinery/mineral/gasextractor/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];extract=[input]'>Extract gas</A>")
dat += text("<br><br>Message: [message]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/gasextractor/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["extract"])
if (src.output)
if (locate(/obj/machinery/portable_atmospherics/canister,output.loc))
newtoxins = 0
processing = 1
var/obj/item/weapon/ore/O
while(locate(/obj/item/weapon/ore/plasma, input.loc) && locate(/obj/machinery/portable_atmospherics/canister,output.loc))
O = locate(/obj/item/weapon/ore/plasma, input.loc)
if (istype(O,/obj/item/weapon/ore/plasma))
var/obj/machinery/portable_atmospherics/canister/C
C = locate(/obj/machinery/portable_atmospherics/canister,output.loc)
C.air_contents.toxins += 100
newtoxins += 100
del(O)
sleep(5);
processing = 0;
message = "Canister filled with [newtoxins] units of toxins"
else
message = "No canister found"
src.updateUsrDialog()
return
+88 -88
View File
@@ -1,88 +1,88 @@
/**********************Mineral purifier (not used, replaced with mineral processing unit)**************************/
/obj/machinery/mineral/purifier
name = "Ore Purifier"
desc = "A machine which makes building material out of ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/processed = 0
var/processing = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/purifier/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];purify=[input]'>Purify</A>")
dat += text("<br><br>found: <font color='green'><b>[processed]</b></font>")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/purifier/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["purify"])
if (src.output)
processing = 1;
var/obj/item/weapon/ore/O
processed = 0;
while(locate(/obj/item/weapon/ore, input.loc))
O = locate(/obj/item/weapon/ore, input.loc)
if (istype(O,/obj/item/weapon/ore/iron))
new /obj/item/stack/sheet/metal(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/diamond))
new /obj/item/stack/sheet/diamond(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/plasma))
new /obj/item/stack/sheet/plasma(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/gold))
new /obj/item/stack/sheet/gold(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/silver))
new /obj/item/stack/sheet/silver(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/uranium))
new /obj/item/weapon/ore/uranium(output.loc)
del(O)
/*if (istype(O,/obj/item/weapon/ore/adamantine))
new /obj/item/weapon/ore/adamantine(output.loc)
del(O)*/ //Dunno what this area does so I'll keep it commented out for now -Durandan
processed++
sleep(5);
processing = 0;
src.updateUsrDialog()
return
/obj/machinery/mineral/purifier/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
/**********************Mineral purifier (not used, replaced with mineral processing unit)**************************/
/obj/machinery/mineral/purifier
name = "Ore Purifier"
desc = "A machine which makes building material out of ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/processed = 0
var/processing = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/purifier/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];purify=[input]'>Purify</A>")
dat += text("<br><br>found: <font color='green'><b>[processed]</b></font>")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/purifier/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["purify"])
if (src.output)
processing = 1;
var/obj/item/weapon/ore/O
processed = 0;
while(locate(/obj/item/weapon/ore, input.loc))
O = locate(/obj/item/weapon/ore, input.loc)
if (istype(O,/obj/item/weapon/ore/iron))
new /obj/item/stack/sheet/metal(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/diamond))
new /obj/item/stack/sheet/diamond(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/plasma))
new /obj/item/stack/sheet/plasma(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/gold))
new /obj/item/stack/sheet/gold(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/silver))
new /obj/item/stack/sheet/silver(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/uranium))
new /obj/item/weapon/ore/uranium(output.loc)
del(O)
/*if (istype(O,/obj/item/weapon/ore/adamantine))
new /obj/item/weapon/ore/adamantine(output.loc)
del(O)*/ //Dunno what this area does so I'll keep it commented out for now -Durandan
processed++
sleep(5);
processing = 0;
src.updateUsrDialog()
return
/obj/machinery/mineral/purifier/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
+173 -173
View File
@@ -1,174 +1,174 @@
/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/effect/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/effect/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/effect/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/effect/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/effect/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/effect/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
return
+337 -337
View File
@@ -1,338 +1,338 @@
/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
icon = 'recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'Storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays = null
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
icon = 'recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'Storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays = null
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
return
+172 -172
View File
@@ -1,173 +1,173 @@
/**********************Spaceship builder area definitions**************************/
/area/shipbuilder
requires_power = 0
luminosity = 1
sd_lighting = 0
/area/shipbuilder/station
name = "shipbuilder station"
icon_state = "teleporter"
/area/shipbuilder/ship1
name = "shipbuilder ship1"
icon_state = "teleporter"
/area/shipbuilder/ship2
name = "shipbuilder ship2"
icon_state = "teleporter"
/area/shipbuilder/ship3
name = "shipbuilder ship3"
icon_state = "teleporter"
/area/shipbuilder/ship4
name = "shipbuilder ship4"
icon_state = "teleporter"
/area/shipbuilder/ship5
name = "shipbuilder ship5"
icon_state = "teleporter"
/area/shipbuilder/ship6
name = "shipbuilder ship6"
icon_state = "teleporter"
/**********************Spaceship builder**************************/
/obj/machinery/spaceship_builder
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/area/currentShuttleArea = null
var/currentShuttleName = null
/obj/machinery/spaceship_builder/proc/buildShuttle(var/shuttle)
var/shuttleat = null
var/shuttleto = "/area/shipbuilder/station"
var/req_metal = 0
switch(shuttle)
if("hopper")
shuttleat = "/area/shipbuilder/ship1"
currentShuttleName = "Planet hopper"
req_metal = 25000
if("bus")
shuttleat = "/area/shipbuilder/ship2"
currentShuttleName = "Blnder Bus"
req_metal = 60000
if("dinghy")
shuttleat = "/area/shipbuilder/ship3"
currentShuttleName = "Space dinghy"
req_metal = 100000
if("van")
shuttleat = "/area/shipbuilder/ship4"
currentShuttleName = "Boxvan MMDLVI"
req_metal = 120000
if("secvan")
shuttleat = "/area/shipbuilder/ship5"
currentShuttleName = "Boxvan MMDLVI - Security edition"
req_metal = 125000
if("station4")
shuttleat = "/area/shipbuilder/ship6"
currentShuttleName = "Space station 4"
req_metal = 250000
if (metal_amount - req_metal < 0)
return
if (!shuttleat)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = shuttleat
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/proc/scrapShuttle()
var/shuttleat = "/area/shipbuilder/station"
var/shuttleto = currentShuttleArea
if (!shuttleto)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = null
currentShuttleName = null
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(operating == 1)
user << "The machine is processing"
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
user << "\blue You insert all the metal into the machine."
metal_amount += M.amount * 100
del(M)
else
return attack_hand(user)
return
/obj/machinery/spaceship_builder/attack_hand(user as mob)
if(operating == 1)
user << "The machine is processing"
return
var/dat
dat = text("<b>Ship fabricator</b><br><br>")
dat += text("Current ammount of <font color='gray'>Metal: <b>[metal_amount]</b></font><br><hr>")
if (currentShuttleArea)
dat += text("<b>Currently building</b><br><br>[currentShuttleName]<br><br>")
dat += text("<b>Build the shuttle to your liking.</b><br>This shuttle will be sent to the station in the event of an emergency along with a centcom emergency shuttle.")
dat += text("<br><br><br><A href='?src=\ref[src];scrap=1'>Scrap current shuttle</A>")
else
dat += text("<b>Available ships to build:</b><br><br>")
dat += text("<A href='?src=\ref[src];ship=hopper'>Planet hopper</A> - Tiny, Slow, 25000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=bus'>Blunder Bus</A> - Small, Decent speed, 60000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=dinghy'>Space dinghy</A> - Medium size, Decent speed, 100000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=van'>Boxvan MMDLVIr</A> - Medium size, Decent speed, 120000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=secvan'>Boxvan MMDLVI - Security eidition</A> - Large, Rather slow, 125000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=station4'>Space station 4</A> - Huge, Slow, 250000 metal<br>")
user << browse("[dat]", "window=shipbuilder")
/obj/machinery/spaceship_builder/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["ship"])
buildShuttle(href_list["ship"])
if(href_list["scrap"])
scrapShuttle(href_list["ship"])
src.updateUsrDialog()
/**********************Spaceship builder area definitions**************************/
/area/shipbuilder
requires_power = 0
luminosity = 1
sd_lighting = 0
/area/shipbuilder/station
name = "shipbuilder station"
icon_state = "teleporter"
/area/shipbuilder/ship1
name = "shipbuilder ship1"
icon_state = "teleporter"
/area/shipbuilder/ship2
name = "shipbuilder ship2"
icon_state = "teleporter"
/area/shipbuilder/ship3
name = "shipbuilder ship3"
icon_state = "teleporter"
/area/shipbuilder/ship4
name = "shipbuilder ship4"
icon_state = "teleporter"
/area/shipbuilder/ship5
name = "shipbuilder ship5"
icon_state = "teleporter"
/area/shipbuilder/ship6
name = "shipbuilder ship6"
icon_state = "teleporter"
/**********************Spaceship builder**************************/
/obj/machinery/spaceship_builder
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/area/currentShuttleArea = null
var/currentShuttleName = null
/obj/machinery/spaceship_builder/proc/buildShuttle(var/shuttle)
var/shuttleat = null
var/shuttleto = "/area/shipbuilder/station"
var/req_metal = 0
switch(shuttle)
if("hopper")
shuttleat = "/area/shipbuilder/ship1"
currentShuttleName = "Planet hopper"
req_metal = 25000
if("bus")
shuttleat = "/area/shipbuilder/ship2"
currentShuttleName = "Blnder Bus"
req_metal = 60000
if("dinghy")
shuttleat = "/area/shipbuilder/ship3"
currentShuttleName = "Space dinghy"
req_metal = 100000
if("van")
shuttleat = "/area/shipbuilder/ship4"
currentShuttleName = "Boxvan MMDLVI"
req_metal = 120000
if("secvan")
shuttleat = "/area/shipbuilder/ship5"
currentShuttleName = "Boxvan MMDLVI - Security edition"
req_metal = 125000
if("station4")
shuttleat = "/area/shipbuilder/ship6"
currentShuttleName = "Space station 4"
req_metal = 250000
if (metal_amount - req_metal < 0)
return
if (!shuttleat)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = shuttleat
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/proc/scrapShuttle()
var/shuttleat = "/area/shipbuilder/station"
var/shuttleto = currentShuttleArea
if (!shuttleto)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = null
currentShuttleName = null
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(operating == 1)
user << "The machine is processing"
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
user << "\blue You insert all the metal into the machine."
metal_amount += M.amount * 100
del(M)
else
return attack_hand(user)
return
/obj/machinery/spaceship_builder/attack_hand(user as mob)
if(operating == 1)
user << "The machine is processing"
return
var/dat
dat = text("<b>Ship fabricator</b><br><br>")
dat += text("Current ammount of <font color='gray'>Metal: <b>[metal_amount]</b></font><br><hr>")
if (currentShuttleArea)
dat += text("<b>Currently building</b><br><br>[currentShuttleName]<br><br>")
dat += text("<b>Build the shuttle to your liking.</b><br>This shuttle will be sent to the station in the event of an emergency along with a centcom emergency shuttle.")
dat += text("<br><br><br><A href='?src=\ref[src];scrap=1'>Scrap current shuttle</A>")
else
dat += text("<b>Available ships to build:</b><br><br>")
dat += text("<A href='?src=\ref[src];ship=hopper'>Planet hopper</A> - Tiny, Slow, 25000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=bus'>Blunder Bus</A> - Small, Decent speed, 60000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=dinghy'>Space dinghy</A> - Medium size, Decent speed, 100000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=van'>Boxvan MMDLVIr</A> - Medium size, Decent speed, 120000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=secvan'>Boxvan MMDLVI - Security eidition</A> - Large, Rather slow, 125000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=station4'>Space station 4</A> - Huge, Slow, 250000 metal<br>")
user << browse("[dat]", "window=shipbuilder")
/obj/machinery/spaceship_builder/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["ship"])
buildShuttle(href_list["ship"])
if(href_list["scrap"])
scrapShuttle(href_list["ship"])
src.updateUsrDialog()
return